Exemple #1
0
        public static void DeclareLocals(CodeGenContext context, StructuredFunction function)
        {
            foreach (AstOperand decl in function.Locals)
            {
                string name = context.OperandManager.DeclareLocal(decl);

                context.AppendLine(GetVarTypeName(decl.VarType) + " " + name + ";");
            }
        }
Exemple #2
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        public static void DeclareLocals(CodeGenContext context, StructuredFunction function)
        {
            foreach (AstOperand local in function.Locals)
            {
                var localPointerType = context.TypePointer(StorageClass.Function, context.GetType(local.VarType.Convert()));
                var spvLocal         = context.Variable(localPointerType, StorageClass.Function);

                context.AddLocalVariable(spvLocal);
                context.DeclareLocal(local, spvLocal);
            }
        }
Exemple #3
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        private static string GetFunctionSignature(StructuredFunction function, string funcName = null)
        {
            string[] args = new string[function.InArguments.Length + function.OutArguments.Length];

            for (int i = 0; i < function.InArguments.Length; i++)
            {
                args[i] = $"{Declarations.GetVarTypeName(function.InArguments[i])} {OperandManager.GetArgumentName(i)}";
            }

            for (int i = 0; i < function.OutArguments.Length; i++)
            {
                int j = i + function.InArguments.Length;

                args[j] = $"out {Declarations.GetVarTypeName(function.OutArguments[i])} {OperandManager.GetArgumentName(j)}";
            }

            return($"{Declarations.GetVarTypeName(function.ReturnType)} {funcName ?? function.Name}({string.Join(", ", args)})");
        }
Exemple #4
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        public static void DeclareLocalForArgs(CodeGenContext context, List <StructuredFunction> functions)
        {
            for (int funcIndex = 0; funcIndex < functions.Count; funcIndex++)
            {
                StructuredFunction function = functions[funcIndex];
                SpvInstruction[]   locals   = new SpvInstruction[function.InArguments.Length];

                for (int i = 0; i < function.InArguments.Length; i++)
                {
                    var type             = function.GetArgumentType(i).Convert();
                    var localPointerType = context.TypePointer(StorageClass.Function, context.GetType(type));
                    var spvLocal         = context.Variable(localPointerType, StorageClass.Function);

                    context.AddLocalVariable(spvLocal);

                    locals[i] = spvLocal;
                }

                context.DeclareLocalForArgs(funcIndex, locals);
            }
        }
Exemple #5
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        private static void PrintFunction(CodeGenContext context, StructuredProgramInfo info, StructuredFunction function, string funcName = null)
        {
            context.CurrentFunction = function;

            context.AppendLine(GetFunctionSignature(function, funcName));
            context.EnterScope();

            Declarations.DeclareLocals(context, function);

            PrintBlock(context, function.MainBlock);

            context.LeaveScope();
        }
Exemple #6
0
 public static void DeclareParameters(CodeGenContext context, StructuredFunction function)
 {
     DeclareParameters(context, function.InArguments, 0);
     DeclareParameters(context, function.OutArguments, function.InArguments.Length);
 }
Exemple #7
0
        private static void PrintFunction(CodeGenContext context, StructuredProgramInfo info, StructuredFunction function, string funcName = null)
        {
            context.CurrentFunction = function;

            context.AppendLine(GetFunctionSignature(function, funcName));
            context.EnterScope();

            Declarations.DeclareLocals(context, function);

            if (funcName == MainFunctionName)
            {
                // Some games will leave some elements of gl_Position uninitialized,
                // in those cases, the elements will contain undefined values according
                // to the spec, but on NVIDIA they seems to be always initialized to (0, 0, 0, 1),
                // so we do explicit initialization to avoid UB on non-NVIDIA gpus.
                if (context.Config.Stage == ShaderStage.Vertex)
                {
                    context.AppendLine("gl_Position = vec4(0.0, 0.0, 0.0, 1.0);");
                }

                // Ensure that unused attributes are set, otherwise the downstream
                // compiler may eliminate them.
                // (Not needed for fragment shader as it is the last stage).
                if (context.Config.Stage != ShaderStage.Compute &&
                    context.Config.Stage != ShaderStage.Fragment &&
                    !context.Config.GpPassthrough)
                {
                    for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
                    {
                        if (info.OAttributes.Contains(attr))
                        {
                            continue;
                        }

                        if ((context.Config.Flags & TranslationFlags.Feedback) != 0)
                        {
                            context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0.0;");
                            context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0.0;");
                            context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0.0;");
                            context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 1.0;");
                        }
                        else
                        {
                            context.AppendLine($"{DefaultNames.OAttributePrefix}{attr} = vec4(0.0, 0.0, 0.0, 1.0);");
                        }
                    }
                }
            }

            PrintBlock(context, function.MainBlock);

            context.LeaveScope();
        }