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Merge pull request #7522 from ameerj/shader-recompiler-filenames

shader_recompiler/backend: Minor organization and refactoring to reduce compile time overhead
This commit is contained in:
Mai M 2021-12-07 18:27:50 -05:00 committed by GitHub
commit edbde7a220
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GPG Key ID: 4AEE18F83AFDEB23
65 changed files with 282 additions and 214 deletions

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@ -1,7 +1,5 @@
add_library(shader_recompiler STATIC add_library(shader_recompiler STATIC
backend/bindings.h backend/bindings.h
backend/glasm/emit_context.cpp
backend/glasm/emit_context.h
backend/glasm/emit_glasm.cpp backend/glasm/emit_glasm.cpp
backend/glasm/emit_glasm.h backend/glasm/emit_glasm.h
backend/glasm/emit_glasm_barriers.cpp backend/glasm/emit_glasm_barriers.cpp
@ -22,10 +20,10 @@ add_library(shader_recompiler STATIC
backend/glasm/emit_glasm_special.cpp backend/glasm/emit_glasm_special.cpp
backend/glasm/emit_glasm_undefined.cpp backend/glasm/emit_glasm_undefined.cpp
backend/glasm/emit_glasm_warp.cpp backend/glasm/emit_glasm_warp.cpp
backend/glasm/glasm_emit_context.cpp
backend/glasm/glasm_emit_context.h
backend/glasm/reg_alloc.cpp backend/glasm/reg_alloc.cpp
backend/glasm/reg_alloc.h backend/glasm/reg_alloc.h
backend/glsl/emit_context.cpp
backend/glsl/emit_context.h
backend/glsl/emit_glsl.cpp backend/glsl/emit_glsl.cpp
backend/glsl/emit_glsl.h backend/glsl/emit_glsl.h
backend/glsl/emit_glsl_atomic.cpp backend/glsl/emit_glsl_atomic.cpp
@ -47,10 +45,10 @@ add_library(shader_recompiler STATIC
backend/glsl/emit_glsl_special.cpp backend/glsl/emit_glsl_special.cpp
backend/glsl/emit_glsl_undefined.cpp backend/glsl/emit_glsl_undefined.cpp
backend/glsl/emit_glsl_warp.cpp backend/glsl/emit_glsl_warp.cpp
backend/glsl/glsl_emit_context.cpp
backend/glsl/glsl_emit_context.h
backend/glsl/var_alloc.cpp backend/glsl/var_alloc.cpp
backend/glsl/var_alloc.h backend/glsl/var_alloc.h
backend/spirv/emit_context.cpp
backend/spirv/emit_context.h
backend/spirv/emit_spirv.cpp backend/spirv/emit_spirv.cpp
backend/spirv/emit_spirv.h backend/spirv/emit_spirv.h
backend/spirv/emit_spirv_atomic.cpp backend/spirv/emit_spirv_atomic.cpp
@ -72,6 +70,8 @@ add_library(shader_recompiler STATIC
backend/spirv/emit_spirv_special.cpp backend/spirv/emit_spirv_special.cpp
backend/spirv/emit_spirv_undefined.cpp backend/spirv/emit_spirv_undefined.cpp
backend/spirv/emit_spirv_warp.cpp backend/spirv/emit_spirv_warp.cpp
backend/spirv/spirv_emit_context.cpp
backend/spirv/spirv_emit_context.h
environment.h environment.h
exception.h exception.h
frontend/ir/abstract_syntax_list.h frontend/ir/abstract_syntax_list.h

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@ -9,9 +9,9 @@
#include "common/div_ceil.h" #include "common/div_ceil.h"
#include "common/settings.h" #include "common/settings.h"
#include "shader_recompiler/backend/bindings.h" #include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm.h" #include "shader_recompiler/backend/glasm/emit_glasm.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h" #include "shader_recompiler/frontend/ir/ir_emitter.h"
#include "shader_recompiler/frontend/ir/program.h" #include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"

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@ -0,0 +1,22 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
namespace Shader::Backend::GLASM {
void EmitBarrier(EmitContext& ctx) {
ctx.Add("BAR;");
}
void EmitWorkgroupMemoryBarrier(EmitContext& ctx) {
ctx.Add("MEMBAR.CTA;");
}
void EmitDeviceMemoryBarrier(EmitContext& ctx) {
ctx.Add("MEMBAR;");
}
} // namespace Shader::Backend::GLASM

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@ -2,8 +2,8 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM { namespace Shader::Backend::GLASM {

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@ -2,8 +2,8 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM { namespace Shader::Backend::GLASM {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"
#include "shader_recompiler/shader_info.h" #include "shader_recompiler/shader_info.h"
@ -335,6 +335,35 @@ void EmitSetFragDepth(EmitContext& ctx, ScalarF32 value) {
ctx.Add("MOV.F result.depth.z,{};", value); ctx.Add("MOV.F result.depth.z,{};", value);
} }
void EmitWorkgroupId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {},invocation.groupid;", inst);
}
void EmitLocalInvocationId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {},invocation.localid;", inst);
}
void EmitInvocationId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,primitive_invocation.x;", inst);
}
void EmitSampleId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,fragment.sampleid.x;", inst);
}
void EmitIsHelperInvocation(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,fragment.helperthread.x;", inst);
}
void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
ctx.uses_y_direction = true;
ctx.Add("MOV.F {}.x,y_direction[0].w;", inst);
}
void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.F {}.x,scaling[0].z;", inst);
}
void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, ScalarU32 word_offset) { void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, ScalarU32 word_offset) {
ctx.Add("MOV.U {},lmem[{}].x;", inst, word_offset); ctx.Add("MOV.U {},lmem[{}].x;", inst, word_offset);
} }

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@ -0,0 +1,18 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
namespace Shader::Backend::GLASM {
void EmitJoin(EmitContext&) {
throw NotImplementedException("Join shouldn't be emitted");
}
void EmitDemoteToHelperInvocation(EmitContext& ctx) {
ctx.Add("KIL TR.x;");
}
} // namespace Shader::Backend::GLASM

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h" #include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h" #include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"

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@ -4,8 +4,8 @@
#include <utility> #include <utility>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h" #include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"

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@ -2,8 +2,8 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM { namespace Shader::Backend::GLASM {

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@ -0,0 +1,26 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
namespace Shader::Backend::GLASM {
void EmitLogicalOr(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("OR.S {},{},{};", inst, a, b);
}
void EmitLogicalAnd(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("AND.S {},{},{};", inst, a, b);
}
void EmitLogicalXor(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("XOR.S {},{},{};", inst, a, b);
}
void EmitLogicalNot(EmitContext& ctx, IR::Inst& inst, ScalarS32 value) {
ctx.Add("SEQ.S {},{},0;", inst, value);
}
} // namespace Shader::Backend::GLASM

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/program.h" #include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/runtime_info.h" #include "shader_recompiler/runtime_info.h"

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/program.h" #include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
@ -17,110 +17,6 @@ namespace Shader::Backend::GLASM {
#define NotImplemented() throw NotImplementedException("GLASM instruction {}", __LINE__) #define NotImplemented() throw NotImplementedException("GLASM instruction {}", __LINE__)
static void DefinePhi(EmitContext& ctx, IR::Inst& phi) {
switch (phi.Type()) {
case IR::Type::U1:
case IR::Type::U32:
case IR::Type::F32:
ctx.reg_alloc.Define(phi);
break;
case IR::Type::U64:
case IR::Type::F64:
ctx.reg_alloc.LongDefine(phi);
break;
default:
throw NotImplementedException("Phi node type {}", phi.Type());
}
}
void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
const size_t num_args{phi.NumArgs()};
for (size_t i = 0; i < num_args; ++i) {
ctx.reg_alloc.Consume(phi.Arg(i));
}
if (!phi.Definition<Id>().is_valid) {
// The phi node wasn't forward defined
DefinePhi(ctx, phi);
}
}
void EmitVoid(EmitContext&) {}
void EmitReference(EmitContext& ctx, const IR::Value& value) {
ctx.reg_alloc.Consume(value);
}
void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
IR::Inst& phi{RegAlloc::AliasInst(*phi_value.Inst())};
if (!phi.Definition<Id>().is_valid) {
// The phi node wasn't forward defined
DefinePhi(ctx, phi);
}
const Register phi_reg{ctx.reg_alloc.Consume(IR::Value{&phi})};
const Value eval_value{ctx.reg_alloc.Consume(value)};
if (phi_reg == eval_value) {
return;
}
switch (phi.Flags<IR::Type>()) {
case IR::Type::U1:
case IR::Type::U32:
case IR::Type::F32:
ctx.Add("MOV.S {}.x,{};", phi_reg, ScalarS32{eval_value});
break;
case IR::Type::U64:
case IR::Type::F64:
ctx.Add("MOV.U64 {}.x,{};", phi_reg, ScalarRegister{eval_value});
break;
default:
throw NotImplementedException("Phi node type {}", phi.Type());
}
}
void EmitJoin(EmitContext& ctx) {
NotImplemented();
}
void EmitDemoteToHelperInvocation(EmitContext& ctx) {
ctx.Add("KIL TR.x;");
}
void EmitBarrier(EmitContext& ctx) {
ctx.Add("BAR;");
}
void EmitWorkgroupMemoryBarrier(EmitContext& ctx) {
ctx.Add("MEMBAR.CTA;");
}
void EmitDeviceMemoryBarrier(EmitContext& ctx) {
ctx.Add("MEMBAR;");
}
void EmitPrologue(EmitContext& ctx) {
// TODO
}
void EmitEpilogue(EmitContext& ctx) {
// TODO
}
void EmitEmitVertex(EmitContext& ctx, ScalarS32 stream) {
if (stream.type == Type::U32 && stream.imm_u32 == 0) {
ctx.Add("EMIT;");
} else {
ctx.Add("EMITS {};", stream);
}
}
void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
if (!stream.IsImmediate()) {
LOG_WARNING(Shader_GLASM, "Stream is not immediate");
}
ctx.reg_alloc.Consume(stream);
ctx.Add("ENDPRIM;");
}
void EmitGetRegister(EmitContext& ctx) { void EmitGetRegister(EmitContext& ctx) {
NotImplemented(); NotImplemented();
} }
@ -185,55 +81,6 @@ void EmitSetOFlag(EmitContext& ctx) {
NotImplemented(); NotImplemented();
} }
void EmitWorkgroupId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {},invocation.groupid;", inst);
}
void EmitLocalInvocationId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {},invocation.localid;", inst);
}
void EmitInvocationId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,primitive_invocation.x;", inst);
}
void EmitSampleId(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,fragment.sampleid.x;", inst);
}
void EmitIsHelperInvocation(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,fragment.helperthread.x;", inst);
}
void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
ctx.uses_y_direction = true;
ctx.Add("MOV.F {}.x,y_direction[0].w;", inst);
}
void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.F {}.x,scaling[0].z;", inst);
}
void EmitUndefU1(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU8(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU16(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU32(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU64(EmitContext& ctx, IR::Inst& inst) {
ctx.LongAdd("MOV.S64 {}.x,0;", inst);
}
void EmitGetZeroFromOp(EmitContext& ctx) { void EmitGetZeroFromOp(EmitContext& ctx) {
NotImplemented(); NotImplemented();
} }
@ -258,20 +105,4 @@ void EmitGetInBoundsFromOp(EmitContext& ctx) {
NotImplemented(); NotImplemented();
} }
void EmitLogicalOr(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("OR.S {},{},{};", inst, a, b);
}
void EmitLogicalAnd(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("AND.S {},{},{};", inst, a, b);
}
void EmitLogicalXor(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
ctx.Add("XOR.S {},{},{};", inst, a, b);
}
void EmitLogicalNot(EmitContext& ctx, IR::Inst& inst, ScalarS32 value) {
ctx.Add("SEQ.S {},{},0;", inst, value);
}
} // namespace Shader::Backend::GLASM } // namespace Shader::Backend::GLASM

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@ -3,8 +3,8 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM { namespace Shader::Backend::GLASM {

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@ -3,8 +3,8 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM { namespace Shader::Backend::GLASM {

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@ -0,0 +1,95 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM {
static void DefinePhi(EmitContext& ctx, IR::Inst& phi) {
switch (phi.Type()) {
case IR::Type::U1:
case IR::Type::U32:
case IR::Type::F32:
ctx.reg_alloc.Define(phi);
break;
case IR::Type::U64:
case IR::Type::F64:
ctx.reg_alloc.LongDefine(phi);
break;
default:
throw NotImplementedException("Phi node type {}", phi.Type());
}
}
void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
const size_t num_args{phi.NumArgs()};
for (size_t i = 0; i < num_args; ++i) {
ctx.reg_alloc.Consume(phi.Arg(i));
}
if (!phi.Definition<Id>().is_valid) {
// The phi node wasn't forward defined
DefinePhi(ctx, phi);
}
}
void EmitVoid(EmitContext&) {}
void EmitReference(EmitContext& ctx, const IR::Value& value) {
ctx.reg_alloc.Consume(value);
}
void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
IR::Inst& phi{RegAlloc::AliasInst(*phi_value.Inst())};
if (!phi.Definition<Id>().is_valid) {
// The phi node wasn't forward defined
DefinePhi(ctx, phi);
}
const Register phi_reg{ctx.reg_alloc.Consume(IR::Value{&phi})};
const Value eval_value{ctx.reg_alloc.Consume(value)};
if (phi_reg == eval_value) {
return;
}
switch (phi.Flags<IR::Type>()) {
case IR::Type::U1:
case IR::Type::U32:
case IR::Type::F32:
ctx.Add("MOV.S {}.x,{};", phi_reg, ScalarS32{eval_value});
break;
case IR::Type::U64:
case IR::Type::F64:
ctx.Add("MOV.U64 {}.x,{};", phi_reg, ScalarRegister{eval_value});
break;
default:
throw NotImplementedException("Phi node type {}", phi.Type());
}
}
void EmitPrologue(EmitContext&) {
// TODO
}
void EmitEpilogue(EmitContext&) {
// TODO
}
void EmitEmitVertex(EmitContext& ctx, ScalarS32 stream) {
if (stream.type == Type::U32 && stream.imm_u32 == 0) {
ctx.Add("EMIT;");
} else {
ctx.Add("EMITS {};", stream);
}
}
void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
if (!stream.IsImmediate()) {
LOG_WARNING(Shader_GLASM, "Stream is not immediate");
}
ctx.reg_alloc.Consume(stream);
ctx.Add("ENDPRIM;");
}
} // namespace Shader::Backend::GLASM

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@ -0,0 +1,30 @@
// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
namespace Shader::Backend::GLASM {
void EmitUndefU1(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU8(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU16(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU32(EmitContext& ctx, IR::Inst& inst) {
ctx.Add("MOV.S {}.x,0;", inst);
}
void EmitUndefU64(EmitContext& ctx, IR::Inst& inst) {
ctx.LongAdd("MOV.S64 {}.x,0;", inst);
}
} // namespace Shader::Backend::GLASM

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@ -2,8 +2,8 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h" #include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"

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@ -5,8 +5,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/bindings.h" #include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm.h" #include "shader_recompiler/backend/glasm/emit_glasm.h"
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/frontend/ir/program.h" #include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"
#include "shader_recompiler/runtime_info.h" #include "shader_recompiler/runtime_info.h"

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@ -6,7 +6,7 @@
#include <fmt/format.h> #include <fmt/format.h>
#include "shader_recompiler/backend/glasm/emit_context.h" #include "shader_recompiler/backend/glasm/glasm_emit_context.h"
#include "shader_recompiler/backend/glasm/reg_alloc.h" #include "shader_recompiler/backend/glasm/reg_alloc.h"
#include "shader_recompiler/exception.h" #include "shader_recompiler/exception.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"

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@ -9,9 +9,9 @@
#include "common/div_ceil.h" #include "common/div_ceil.h"
#include "common/settings.h" #include "common/settings.h"
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl.h" #include "shader_recompiler/backend/glsl/emit_glsl.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/ir_emitter.h" #include "shader_recompiler/frontend/ir/ir_emitter.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -2,8 +2,8 @@
// Licensed under GPLv2 or any later version // Licensed under GPLv2 or any later version
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"
#include "shader_recompiler/runtime_info.h" #include "shader_recompiler/runtime_info.h"

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/exception.h" #include "shader_recompiler/exception.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h" #include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h" #include "shader_recompiler/frontend/ir/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#ifdef _MSC_VER #ifdef _MSC_VER

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/program.h" #include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
namespace Shader::Backend::GLSL { namespace Shader::Backend::GLSL {

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@ -4,8 +4,8 @@
#include <string_view> #include <string_view>
#include "shader_recompiler/backend/glsl/emit_context.h"
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"

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@ -3,7 +3,7 @@
// Refer to the license.txt file included. // Refer to the license.txt file included.
#include "shader_recompiler/backend/bindings.h" #include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/glsl_emit_context.h"
#include "shader_recompiler/frontend/ir/program.h" #include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"
#include "shader_recompiler/runtime_info.h" #include "shader_recompiler/runtime_info.h"

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@ -11,6 +11,7 @@
#include "common/settings.h" #include "common/settings.h"
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/basic_block.h" #include "shader_recompiler/frontend/ir/basic_block.h"
#include "shader_recompiler/frontend/ir/program.h" #include "shader_recompiler/frontend/ir/program.h"

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@ -6,13 +6,11 @@
#include <vector> #include <vector>
#include <sirit/sirit.h>
#include "common/common_types.h" #include "common/common_types.h"
#include "shader_recompiler/backend/bindings.h" #include "shader_recompiler/backend/bindings.h"
#include "shader_recompiler/backend/spirv/emit_context.h"
#include "shader_recompiler/frontend/ir/program.h" #include "shader_recompiler/frontend/ir/program.h"
#include "shader_recompiler/profile.h" #include "shader_recompiler/profile.h"
#include "shader_recompiler/runtime_info.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {
namespace { namespace {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h" #include "shader_recompiler/frontend/ir/modifiers.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h" #include "shader_recompiler/frontend/ir/modifiers.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {

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@ -7,6 +7,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {
namespace { namespace {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {
namespace { namespace {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h" #include "shader_recompiler/frontend/ir/modifiers.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {

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@ -6,6 +6,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h" #include "shader_recompiler/frontend/ir/modifiers.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
#include "shader_recompiler/frontend/ir/modifiers.h" #include "shader_recompiler/frontend/ir/modifiers.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {
namespace { namespace {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {

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@ -6,6 +6,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {
namespace { namespace {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {
namespace { namespace {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {
namespace { namespace {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {

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@ -4,6 +4,7 @@
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h" #include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {
namespace { namespace {

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@ -13,8 +13,8 @@
#include "common/common_types.h" #include "common/common_types.h"
#include "common/div_ceil.h" #include "common/div_ceil.h"
#include "shader_recompiler/backend/spirv/emit_context.h"
#include "shader_recompiler/backend/spirv/emit_spirv.h" #include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
namespace Shader::Backend::SPIRV { namespace Shader::Backend::SPIRV {
namespace { namespace {