Ryujinx/Ryujinx.Graphics/Shader/CodeGen/Glsl/CodeGenContext.cs

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New shader translator implementation (#654) * Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
2019-04-17 23:57:08 +00:00
using System.Collections.Generic;
using System.Text;
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
class CodeGenContext
{
private const string Tab = " ";
public ShaderConfig Config { get; }
public List<CBufferDescriptor> CBufferDescriptors { get; }
public List<TextureDescriptor> TextureDescriptors { get; }
public OperandManager OperandManager { get; }
private StringBuilder _sb;
private int _level;
private string _identation;
public CodeGenContext(ShaderConfig config)
{
Config = config;
CBufferDescriptors = new List<CBufferDescriptor>();
TextureDescriptors = new List<TextureDescriptor>();
OperandManager = new OperandManager();
_sb = new StringBuilder();
}
public void AppendLine()
{
_sb.AppendLine();
}
public void AppendLine(string str)
{
_sb.AppendLine(_identation + str);
}
public string GetCode()
{
return _sb.ToString();
}
public void EnterScope()
{
AppendLine("{");
_level++;
UpdateIdentation();
}
public void LeaveScope(string suffix = "")
{
if (_level == 0)
{
return;
}
_level--;
UpdateIdentation();
AppendLine("}" + suffix);
}
private void UpdateIdentation()
{
_identation = GetIdentation(_level);
}
private static string GetIdentation(int level)
{
string identation = string.Empty;
for (int index = 0; index < level; index++)
{
identation += Tab;
}
return identation;
}
}
}