using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System.Text;
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
class CodeGenContext
public const string Tab = " ";
public StructuredFunction CurrentFunction { get; set; }
public ShaderConfig Config { get; }
public OperandManager OperandManager { get; }
private readonly StructuredProgramInfo _info;
private readonly StringBuilder _sb;
private int _level;
private string _indentation;
public CodeGenContext(StructuredProgramInfo info, ShaderConfig config)
_info = info;
Config = config;
OperandManager = new OperandManager();
_sb = new StringBuilder();
}
public void AppendLine()
_sb.AppendLine();
public void AppendLine(string str)
_sb.AppendLine(_indentation + str);
public string GetCode()
return _sb.ToString();
public void EnterScope()
AppendLine("{");
_level++;
UpdateIndentation();
public void LeaveScope(string suffix = "")
if (_level == 0)
return;
_level--;
AppendLine("}" + suffix);
public (TextureDescriptor, int) FindTextureDescriptor(AstTextureOperation texOp)
TextureDescriptor[] descriptors = Config.GetTextureDescriptors();
for (int i = 0; i < descriptors.Length; i++)
var descriptor = descriptors[i];
if (descriptor.CbufSlot == texOp.CbufSlot &&
descriptor.HandleIndex == texOp.Handle &&
descriptor.Format == texOp.Format)
return (descriptor, i);
return (default, -1);
private static int FindDescriptorIndex(TextureDescriptor[] array, AstTextureOperation texOp)
for (int i = 0; i < array.Length; i++)
var descriptor = array[i];
if (descriptor.Type == texOp.Type &&
descriptor.CbufSlot == texOp.CbufSlot &&
return i;
return -1;
public int FindTextureDescriptorIndex(AstTextureOperation texOp)
return FindDescriptorIndex(Config.GetTextureDescriptors(), texOp);
public int FindImageDescriptorIndex(AstTextureOperation texOp)
return FindDescriptorIndex(Config.GetImageDescriptors(), texOp);
public StructuredFunction GetFunction(int id)
return _info.Functions[id];
public TransformFeedbackOutput GetTransformFeedbackOutput(int location, int component)
int index = (AttributeConsts.UserAttributeBase / 4) + location * 4 + component;
return _info.TransformFeedbackOutputs[index];
public TransformFeedbackOutput GetTransformFeedbackOutput(int location)
int index = location / 4;
private void UpdateIndentation()
_indentation = GetIndentation(_level);
private static string GetIndentation(int level)
string indentation = string.Empty;
for (int index = 0; index < level; index++)
indentation += Tab;
return indentation;