using Ryujinx.Graphics.Shader.IntermediateRepresentation;
using Ryujinx.Graphics.Shader.StructuredIr;
using Ryujinx.Graphics.Shader.Translation;
using System.Collections.Generic;
using System.Text;
namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
class CodeGenContext
public const string Tab = " ";
public ShaderConfig Config { get; }
public List<BufferDescriptor> CBufferDescriptors { get; }
public List<BufferDescriptor> SBufferDescriptors { get; }
public List<TextureDescriptor> TextureDescriptors { get; }
public List<TextureDescriptor> ImageDescriptors { get; }
public OperandManager OperandManager { get; }
private StringBuilder _sb;
private int _level;
private string _indentation;
public CodeGenContext(ShaderConfig config)
Config = config;
CBufferDescriptors = new List<BufferDescriptor>();
SBufferDescriptors = new List<BufferDescriptor>();
TextureDescriptors = new List<TextureDescriptor>();
ImageDescriptors = new List<TextureDescriptor>();
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 int FindTextureDescriptorIndex(AstTextureOperation texOp)
AstOperand operand = texOp.GetSource(0) as AstOperand;
bool bindless = (texOp.Flags & TextureFlags.Bindless) > 0;
int cBufSlot = bindless ? operand.CbufSlot : 0;
int cBufOffset = bindless ? operand.CbufOffset : 0;
return TextureDescriptors.FindIndex(descriptor =>
descriptor.Type == texOp.Type &&
descriptor.HandleIndex == texOp.Handle &&
descriptor.CbufSlot == cBufSlot &&
descriptor.CbufOffset == cBufOffset);
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;