Exemplo n.º 1
0
        private static void PrintMainBlock(CodeGenContext context, StructuredProgramInfo info)
        {
            context.AppendLine("void main()");

            context.EnterScope();

            Declarations.DeclareLocals(context, info);

            PrintBlock(context, info.MainBlock);

            context.LeaveScope();
        }
Exemplo n.º 2
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();
        }
Exemplo n.º 3
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);

            PrintBlock(context, function.MainBlock);

            context.LeaveScope();
        }
Exemplo n.º 4
0
        private static void PrintMainBlock(CodeGenContext context, StructuredProgramInfo info)
        {
            context.AppendLine("void main()");

            context.EnterScope();

            Declarations.DeclareLocals(context, info);

            // 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)
            {
                for (int attr = 0; attr < Declarations.MaxAttributes; attr++)
                {
                    if (info.OAttributes.Contains(attr))
                    {
                        continue;
                    }

                    context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_x = 0;");
                    context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_y = 0;");
                    context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_z = 0;");
                    context.AppendLine($"{DefaultNames.OAttributePrefix}{attr}_w = 0;");
                }
            }

            PrintBlock(context, info.MainBlock);

            context.LeaveScope();
        }