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 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;