glsl: Reusable typed variables. IADD32

This commit is contained in:
ameerj 2021-05-21 02:00:12 -04:00
parent faf4cd72c5
commit e221baccdd
6 changed files with 311 additions and 203 deletions

View file

@ -6,6 +6,7 @@
#include <bitset>
#include "common/bit_field.h"
#include "common/common_types.h"
namespace Shader::IR {
@ -14,18 +15,36 @@ class Value;
} // namespace Shader::IR
namespace Shader::Backend::GLSL {
enum class Type : u32 {
U32,
S32,
F32,
U64,
F64,
Void,
};
struct Id {
u32 base_element : 2;
u32 num_elements_minus_one : 2;
u32 index : 26;
u32 is_spill : 1;
u32 is_condition_code : 1;
union {
u32 raw;
BitField<0, 29, u32> index;
BitField<29, 1, u32> is_long;
BitField<30, 1, u32> is_spill;
BitField<31, 1, u32> is_condition_code;
};
bool operator==(Id rhs) const noexcept {
return raw == rhs.raw;
}
bool operator!=(Id rhs) const noexcept {
return !operator==(rhs);
}
};
static_assert(sizeof(Id) == sizeof(u32));
class RegAlloc {
public:
std::string Define(IR::Inst& inst, u32 num_elements = 1, u32 alignment = 1);
std::string Define(IR::Inst& inst, Type type = Type::Void);
std::string Consume(const IR::Value& value);
@ -40,13 +59,14 @@ private:
static constexpr size_t NUM_ELEMENTS = 4;
std::string Consume(IR::Inst& inst);
std::string GetType(Type type, u32 index);
Id Alloc(u32 num_elements, u32 alignment);
Id Alloc();
void Free(Id id);
size_t num_used_registers{};
std::bitset<NUM_REGS> register_use{};
std::bitset<NUM_REGS> register_defined{};
};
} // namespace Shader::Backend::GLSL