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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/bindings.h"
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/frontend/ir/program.h"
namespace Shader::Backend::GLSL {
EmitContext::EmitContext(IR::Program& program, [[maybe_unused]] Bindings& bindings,
const Profile& profile_)
: info{program.info}, profile{profile_} {
std::string header = "#version 450\n";
if (program.stage == Stage::Compute) {
header += fmt::format("layout(local_size_x={},local_size_y={},local_size_z={}) in;\n",
program.workgroup_size[0], program.workgroup_size[1],
program.workgroup_size[2]);
}
code += header;
DefineConstantBuffers();
DefineStorageBuffers();
code += "void main(){\n";
}
void EmitContext::DefineConstantBuffers() {
if (info.constant_buffer_descriptors.empty()) {
return;
}
u32 binding{};
for (const auto& desc : info.constant_buffer_descriptors) {
Add("layout(std140,binding={}) uniform cbuf_{}{{vec4 cbuf{}[{}];}};", binding, binding,
desc.index, 4 * 1024);
++binding;
}
}
void EmitContext::DefineStorageBuffers() {
if (info.storage_buffers_descriptors.empty()) {
return;
}
u32 binding{};
for (const auto& desc : info.storage_buffers_descriptors) {
Add("layout(std430,binding={}) buffer buff_{}{{uint buff{}[];}};", binding, binding,
desc.cbuf_index, desc.count);
++binding;
}
}
} // namespace Shader::Backend::GLSL
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