Implement CAL and RET shader instructions (#1618)

* Add support for CAL and RET shader instructions

* Remove unused stuff

* Fix a bug that could cause the wrong values to be passed to a function

* Avoid repopulating function id dictionary every time

* PR feedback

* Fix vertex shader A/B merge
This commit is contained in:
gdkchan 2020-10-25 17:00:44 -03:00 committed by GitHub
parent 973a615d40
commit 49f970d5bd
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GPG key ID: 4AEE18F83AFDEB23
33 changed files with 1337 additions and 401 deletions

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@ -10,9 +10,13 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
{
public const string Tab = " ";
private readonly StructuredProgramInfo _info;
public StructuredFunction CurrentFunction { get; set; }
public ShaderConfig Config { get; }
public bool CbIndexable { get; }
public bool CbIndexable => _info.UsesCbIndexing;
public List<BufferDescriptor> CBufferDescriptors { get; }
public List<BufferDescriptor> SBufferDescriptors { get; }
@ -27,10 +31,10 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
private string _indentation;
public CodeGenContext(ShaderConfig config, bool cbIndexable)
public CodeGenContext(StructuredProgramInfo info, ShaderConfig config)
{
_info = info;
Config = config;
CbIndexable = cbIndexable;
CBufferDescriptors = new List<BufferDescriptor>();
SBufferDescriptors = new List<BufferDescriptor>();
@ -95,6 +99,11 @@ namespace Ryujinx.Graphics.Shader.CodeGen.Glsl
descriptor.CbufOffset == cBufOffset);
}
public StructuredFunction GetFunction(int id)
{
return _info.Functions[id];
}
private void UpdateIndentation()
{
_indentation = GetIndentation(_level);