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@ -8,9 +8,21 @@
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#include "shader_recompiler/profile.h"
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namespace Shader::Backend::GLSL {
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namespace {
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std::string_view InterpDecorator(Interpolation interp) {
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switch (interp) {
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case Interpolation::Smooth:
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return "";
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case Interpolation::Flat:
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return "flat";
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case Interpolation::NoPerspective:
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return "noperspective";
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}
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throw InvalidArgument("Invalid interpolation {}", interp);
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}
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} // namespace
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EmitContext::EmitContext(IR::Program& program, [[maybe_unused]] Bindings& bindings,
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const Profile& profile_)
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EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile& profile_)
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: info{program.info}, profile{profile_} {
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std::string header = "#version 450\n";
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SetupExtensions(header);
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@ -49,7 +61,8 @@ EmitContext::EmitContext(IR::Program& program, [[maybe_unused]] Bindings& bindin
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for (size_t index = 0; index < info.input_generics.size(); ++index) {
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const auto& generic{info.input_generics[index]};
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if (generic.used) {
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Add("layout(location={})in vec4 in_attr{};", index, index);
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Add("layout(location={}) {} in vec4 in_attr{};", index,
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InterpDecorator(generic.interpolation), index);
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}
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}
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for (size_t index = 0; index < info.stores_frag_color.size(); ++index) {
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@ -66,6 +79,7 @@ EmitContext::EmitContext(IR::Program& program, [[maybe_unused]] Bindings& bindin
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DefineConstantBuffers();
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DefineStorageBuffers();
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DefineHelperFunctions();
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SetupImages(bindings);
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Add("void main(){{");
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if (stage == Stage::VertexA || stage == Stage::VertexB) {
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@ -102,7 +116,7 @@ void EmitContext::DefineConstantBuffers() {
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}
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u32 binding{};
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for (const auto& desc : info.constant_buffer_descriptors) {
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Add("layout(std140,binding={}) uniform cbuf_{}{{vec4 cbuf{}[{}];}};", binding, binding,
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Add("layout(std140,binding={}) uniform cbuf_{}{{vec4 cbuf{}[{}];}};", binding, desc.index,
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desc.index, 4 * 1024);
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++binding;
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}
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@ -164,4 +178,36 @@ void EmitContext::DefineHelperFunctions() {
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}
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}
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void EmitContext::SetupImages(Bindings& bindings) {
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image_buffer_bindings.reserve(info.image_buffer_descriptors.size());
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for (const auto& desc : info.image_buffer_descriptors) {
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throw NotImplementedException("image_buffer_descriptors");
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image_buffer_bindings.push_back(bindings.image);
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bindings.image += desc.count;
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}
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image_bindings.reserve(info.image_descriptors.size());
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for (const auto& desc : info.image_descriptors) {
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throw NotImplementedException("image_bindings");
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image_bindings.push_back(bindings.image);
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bindings.image += desc.count;
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}
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texture_buffer_bindings.reserve(info.texture_buffer_descriptors.size());
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for (const auto& desc : info.texture_buffer_descriptors) {
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throw NotImplementedException("TextureType::Buffer");
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texture_buffer_bindings.push_back(bindings.texture);
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bindings.texture += desc.count;
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}
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texture_bindings.reserve(info.texture_descriptors.size());
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for (const auto& desc : info.texture_descriptors) {
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texture_bindings.push_back(bindings.texture);
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const auto indices{bindings.texture + desc.count};
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for (u32 index = bindings.texture; index < indices; ++index) {
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Add("layout(binding={}) uniform sampler2D tex{};", bindings.texture, index);
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}
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bindings.texture += desc.count;
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}
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}
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} // namespace Shader::Backend::GLSL
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