gl_shader_decompiler: Rename internal flag strings

This commit is contained in:
ReinUsesLisp 2018-11-21 22:17:15 -03:00
parent 8a5e6fce07
commit 74eb16521f

View file

@ -34,6 +34,17 @@ constexpr u32 PROGRAM_HEADER_SIZE = sizeof(Tegra::Shader::Header);
constexpr u32 MAX_GEOMETRY_BUFFERS = 6; constexpr u32 MAX_GEOMETRY_BUFFERS = 6;
constexpr u32 MAX_ATTRIBUTES = 0x100; // Size in vec4s, this value is untested constexpr u32 MAX_ATTRIBUTES = 0x100; // Size in vec4s, this value is untested
static const char* INTERNAL_FLAG_NAMES[] = {"zero_flag", "sign_flag", "carry_flag",
"overflow_flag"};
enum class InternalFlag : u64 {
ZeroFlag = 0,
SignFlag = 1,
CarryFlag = 2,
OverflowFlag = 3,
Amount
};
class DecompileFail : public std::runtime_error { class DecompileFail : public std::runtime_error {
public: public:
using std::runtime_error::runtime_error; using std::runtime_error::runtime_error;
@ -257,14 +268,6 @@ private:
const std::string& suffix; const std::string& suffix;
}; };
enum class InternalFlag : u64 {
ZeroFlag = 0,
CarryFlag = 1,
OverflowFlag = 2,
NaNFlag = 3,
Amount
};
/** /**
* Used to manage shader registers that are emulated with GLSL. This class keeps track of the state * Used to manage shader registers that are emulated with GLSL. This class keeps track of the state
* of all registers (e.g. whether they are currently being used as Floats or Integers), and * of all registers (e.g. whether they are currently being used as Floats or Integers), and
@ -464,13 +467,15 @@ public:
} }
} }
std::string GetInternalFlag(const InternalFlag ii) const { std::string GetInternalFlag(const InternalFlag flag) const {
const u32 code = static_cast<u32>(ii); const auto index = static_cast<u32>(flag);
return "internalFlag_" + std::to_string(code) + suffix; ASSERT(index < static_cast<u32>(InternalFlag::Amount));
return std::string(INTERNAL_FLAG_NAMES[index]) + '_' + suffix;
} }
void SetInternalFlag(const InternalFlag ii, const std::string& value) const { void SetInternalFlag(const InternalFlag flag, const std::string& value) const {
shader.AddLine(GetInternalFlag(ii) + " = " + value + ';'); shader.AddLine(GetInternalFlag(flag) + " = " + value + ';');
} }
/** /**
@ -621,8 +626,8 @@ private:
/// Generates declarations for internal flags. /// Generates declarations for internal flags.
void GenerateInternalFlags() { void GenerateInternalFlags() {
for (u32 ii = 0; ii < static_cast<u64>(InternalFlag::Amount); ii++) { for (u32 flag = 0; flag < static_cast<u32>(InternalFlag::Amount); flag++) {
const InternalFlag code = static_cast<InternalFlag>(ii); const InternalFlag code = static_cast<InternalFlag>(flag);
declarations.AddLine("bool " + GetInternalFlag(code) + " = false;"); declarations.AddLine("bool " + GetInternalFlag(code) + " = false;");
} }
declarations.AddNewLine(); declarations.AddNewLine();