diff options
author | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-05-20 03:58:32 +0200 |
---|---|---|
committer | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-07-23 03:51:35 +0200 |
commit | eaff1030de07f3739794207403ea833ee91c0034 (patch) | |
tree | c2e6650ba13f55854b5cba9a79d9afc01528eb96 /src/shader_recompiler/backend/glsl/reg_alloc.h | |
parent | spirv: Reduce log severity of mismatching denorm rules (diff) | |
download | yuzu-eaff1030de07f3739794207403ea833ee91c0034.tar yuzu-eaff1030de07f3739794207403ea833ee91c0034.tar.gz yuzu-eaff1030de07f3739794207403ea833ee91c0034.tar.bz2 yuzu-eaff1030de07f3739794207403ea833ee91c0034.tar.lz yuzu-eaff1030de07f3739794207403ea833ee91c0034.tar.xz yuzu-eaff1030de07f3739794207403ea833ee91c0034.tar.zst yuzu-eaff1030de07f3739794207403ea833ee91c0034.zip |
Diffstat (limited to 'src/shader_recompiler/backend/glsl/reg_alloc.h')
-rw-r--r-- | src/shader_recompiler/backend/glsl/reg_alloc.h | 46 |
1 files changed, 46 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/reg_alloc.h b/src/shader_recompiler/backend/glsl/reg_alloc.h new file mode 100644 index 000000000..850a93d6a --- /dev/null +++ b/src/shader_recompiler/backend/glsl/reg_alloc.h @@ -0,0 +1,46 @@ +// Copyright 2021 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#pragma once + +#include <bitset> + +#include "common/common_types.h" + +namespace Shader::IR { +class Inst; +class Value; +} // namespace Shader::IR + +namespace Shader::Backend::GLSL { + +struct Id { + u32 base_element : 2; + u32 num_elements_minus_one : 2; + u32 index : 26; + u32 is_spill : 1; + u32 is_condition_code : 1; +}; + +class RegAlloc { +public: + std::string Define(IR::Inst& inst, u32 num_elements = 1, u32 alignment = 1); + + std::string Consume(const IR::Value& value); + +private: + static constexpr size_t NUM_REGS = 4096; + static constexpr size_t NUM_ELEMENTS = 4; + + std::string Consume(IR::Inst& inst); + + Id Alloc(u32 num_elements, u32 alignment); + + void Free(Id id); + + size_t num_used_registers{}; + std::bitset<NUM_REGS> register_use{}; +}; + +} // namespace Shader::Backend::GLSL |