9f12e50a54
* Refactor attribute handling on the shader generator * Implement gl_ViewportMask[] * Add back the Intel FrontFacing bug workaround * Fix GLSL transform feedback outputs mistmatch with fragment stage * Shader cache version bump * Fix geometry shader recognition * PR feedback * Delete GetOperandDef and GetOperandUse * Remove replacements that are no longer needed on GLSL compilation on Vulkan * Fix incorrect load for per-patch outputs * Fix build
80 lines
No EOL
2.2 KiB
C#
80 lines
No EOL
2.2 KiB
C#
using Ryujinx.Graphics.Shader.IntermediateRepresentation;
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using Ryujinx.Graphics.Shader.Translation;
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using System.Numerics;
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using static Ryujinx.Graphics.Shader.StructuredIr.AstHelper;
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namespace Ryujinx.Graphics.Shader.StructuredIr
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{
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class AstOperation : AstNode
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{
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public Instruction Inst { get; }
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public StorageKind StorageKind { get; }
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public int Index { get; }
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private IAstNode[] _sources;
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public int SourcesCount => _sources.Length;
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public AstOperation(Instruction inst, StorageKind storageKind, IAstNode[] sources, int sourcesCount)
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{
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Inst = inst;
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StorageKind = storageKind;
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_sources = sources;
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for (int index = 0; index < sources.Length; index++)
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{
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if (index < sourcesCount)
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{
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AddUse(sources[index], this);
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}
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else
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{
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AddDef(sources[index], this);
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}
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}
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Index = 0;
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}
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public AstOperation(Instruction inst, StorageKind storageKind, int index, IAstNode[] sources, int sourcesCount) : this(inst, storageKind, sources, sourcesCount)
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{
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Index = index;
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}
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public AstOperation(Instruction inst, params IAstNode[] sources) : this(inst, StorageKind.None, sources, sources.Length)
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{
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}
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public IAstNode GetSource(int index)
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{
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return _sources[index];
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}
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public void SetSource(int index, IAstNode source)
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{
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RemoveUse(_sources[index], this);
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AddUse(source, this);
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_sources[index] = source;
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}
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public AggregateType GetVectorType(AggregateType scalarType)
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{
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int componentsCount = BitOperations.PopCount((uint)Index);
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AggregateType type = scalarType;
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switch (componentsCount)
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{
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case 2: type |= AggregateType.Vector2; break;
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case 3: type |= AggregateType.Vector3; break;
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case 4: type |= AggregateType.Vector4; break;
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}
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return type;
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}
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}
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} |