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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/frontend/ir/program.h"
namespace Shader::Backend::GLASM {
EmitContext::EmitContext(IR::Program& program) {
// FIXME: Temporary partial implementation
u32 cbuf_index{};
for (const auto& desc : program.info.constant_buffer_descriptors) {
if (desc.count != 1) {
throw NotImplementedException("Constant buffer descriptor array");
}
Add("CBUFFER c{}[]={{program.buffer[{}]}};", desc.index, cbuf_index);
++cbuf_index;
}
for (const auto& desc : program.info.storage_buffers_descriptors) {
if (desc.count != 1) {
throw NotImplementedException("Storage buffer descriptor array");
}
}
if (const size_t num = program.info.storage_buffers_descriptors.size(); num > 0) {
Add("PARAM c[{}]={{program.local[0..{}]}};", num, num - 1);
}
switch (program.stage) {
case Stage::VertexA:
case Stage::VertexB:
stage_name = "vertex";
break;
case Stage::TessellationControl:
case Stage::TessellationEval:
case Stage::Geometry:
stage_name = "primitive";
break;
case Stage::Fragment:
stage_name = "fragment";
break;
case Stage::Compute:
stage_name = "compute";
break;
}
}
} // namespace Shader::Backend::GLASM
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