suyu/src/shader_recompiler/backend/spirv/emit_spirv_special.cpp

96 lines
3.4 KiB
C++

// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/spirv/emit_spirv.h"
namespace Shader::Backend::SPIRV {
namespace {
void ConvertDepthMode(EmitContext& ctx) {
const Id type{ctx.F32[1]};
const Id position{ctx.OpLoad(ctx.F32[4], ctx.output_position)};
const Id z{ctx.OpCompositeExtract(type, position, 2u)};
const Id w{ctx.OpCompositeExtract(type, position, 3u)};
const Id screen_depth{ctx.OpFMul(type, ctx.OpFAdd(type, z, w), ctx.Constant(type, 0.5f))};
const Id vector{ctx.OpCompositeInsert(ctx.F32[4], screen_depth, position, 2u)};
ctx.OpStore(ctx.output_position, vector);
}
void SetFixedPipelinePointSize(EmitContext& ctx) {
if (ctx.profile.fixed_state_point_size) {
const float point_size{*ctx.profile.fixed_state_point_size};
ctx.OpStore(ctx.output_point_size, ctx.Constant(ctx.F32[1], point_size));
}
}
Id DefaultVarying(EmitContext& ctx, u32 num_components, u32 element, Id zero, Id one,
Id default_vector) {
switch (num_components) {
case 1:
return element == 3 ? one : zero;
case 2:
return ctx.ConstantComposite(ctx.F32[2], zero, element + 1 == 3 ? one : zero);
case 3:
return ctx.ConstantComposite(ctx.F32[3], zero, zero, element + 2 == 3 ? one : zero);
case 4:
return default_vector;
}
throw InvalidArgument("Bad element");
}
} // Anonymous namespace
void EmitPrologue(EmitContext& ctx) {
if (ctx.stage == Stage::VertexB) {
const Id zero{ctx.Constant(ctx.F32[1], 0.0f)};
const Id one{ctx.Constant(ctx.F32[1], 1.0f)};
const Id default_vector{ctx.ConstantComposite(ctx.F32[4], zero, zero, zero, one)};
ctx.OpStore(ctx.output_position, default_vector);
for (const auto& info : ctx.output_generics) {
if (info[0].num_components == 0) {
continue;
}
u32 element{0};
while (element < 4) {
const auto& element_info{info[element]};
const u32 num{element_info.num_components};
const Id value{DefaultVarying(ctx, num, element, zero, one, default_vector)};
ctx.OpStore(element_info.id, value);
element += num;
}
}
}
if (ctx.stage == Stage::VertexB || ctx.stage == Stage::Geometry) {
SetFixedPipelinePointSize(ctx);
}
}
void EmitEpilogue(EmitContext& ctx) {
if (ctx.stage == Stage::VertexB && ctx.profile.convert_depth_mode) {
ConvertDepthMode(ctx);
}
}
void EmitEmitVertex(EmitContext& ctx, const IR::Value& stream) {
if (ctx.profile.convert_depth_mode) {
ConvertDepthMode(ctx);
}
if (stream.IsImmediate()) {
ctx.OpEmitStreamVertex(ctx.Def(stream));
} else {
// LOG_WARNING(..., "EmitVertex's stream is not constant");
ctx.OpEmitStreamVertex(ctx.u32_zero_value);
}
// Restore fixed pipeline point size after emitting the vertex
SetFixedPipelinePointSize(ctx);
}
void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
if (stream.IsImmediate()) {
ctx.OpEndStreamPrimitive(ctx.Def(stream));
} else {
// LOG_WARNING(..., "EndPrimitive's stream is not constant");
ctx.OpEndStreamPrimitive(ctx.u32_zero_value);
}
}
} // namespace Shader::Backend::SPIRV