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GLSLRegister: Simplify register declarations, etc.

This commit is contained in:
bunnei 2018-04-27 22:24:53 -04:00
parent f2dcb39049
commit c691fa4074

View file

@ -153,85 +153,54 @@ private:
*/ */
class GLSLRegister { class GLSLRegister {
public: public:
GLSLRegister(size_t index, ShaderWriter& shader)
: index{index}, shader{shader}, float_str{"freg_" + std::to_string(index)},
integer_str{"ireg_" + std::to_string(index)} {}
/// Returns a GLSL string representing the current state of the register
const std::string& GetActiveString() {
declr_type.insert(active_type);
switch (active_type) {
case Type::Float:
return float_str;
case Type::Integer:
return integer_str;
}
UNREACHABLE();
return float_str;
}
/// Returns a GLSL string representing the register as a float
const std::string& GetFloatString() const {
ASSERT(IsFloatUsed());
return float_str;
}
/// Returns a GLSL string representing the register as an integer
const std::string& GetIntegerString() const {
ASSERT(IsIntegerUsed());
return integer_str;
}
/// Convert the current register state from float to integer
void FloatToInteger() {
ASSERT(active_type == Type::Float);
const std::string src = GetActiveString();
active_type = Type::Integer;
const std::string dest = GetActiveString();
shader.AddLine(dest + " = floatBitsToInt(" + src + ");");
}
/// Convert the current register state from integer to float
void IntegerToFloat() {
ASSERT(active_type == Type::Integer);
const std::string src = GetActiveString();
active_type = Type::Float;
const std::string dest = GetActiveString();
shader.AddLine(dest + " = intBitsToFloat(" + src + ");");
}
/// Returns true if the register was ever used as a float, used for register declarations
bool IsFloatUsed() const {
return declr_type.find(Type::Float) != declr_type.end();
}
/// Returns true if the register was ever used as an integer, used for register declarations
bool IsIntegerUsed() const {
return declr_type.find(Type::Integer) != declr_type.end();
}
/// Returns true if the active type is float
bool IsFloat() const {
return active_type == Type::Float;
}
/// Returns true if the active type is integer
bool IsInteger() const {
return active_type == Type::Integer;
}
private:
enum class Type { enum class Type {
Float, Float,
Integer, Integer,
}; };
GLSLRegister(size_t index, ShaderWriter& shader) : index{index}, shader{shader} {}
static std::string GetTypeString(Type type) {
switch (type) {
case Type::Float:
return "float";
}
UNREACHABLE();
return {};
}
static std::string GetPrefixString(Type type) {
return "reg_" + GetTypeString(type) + '_';
}
/// Returns a GLSL string representing the current state of the register
const std::string GetActiveString() {
declr_type.insert(active_type);
return GetPrefixString(active_type) + std::to_string(index);
}
/// Returns true if the active type is a float
bool IsFloat() const {
return active_type == Type::Float;
}
/// Returns true if the active type is an integer
bool IsInteger() const {
return active_type == Type::Integer;
}
/// Returns the index of the register
size_t GetIndex() const {
return index;
}
/// Returns a set of the declared types of the register
const std::set<Type>& DeclaredTypes() const {
return declr_type;
}
private:
const size_t index; const size_t index;
const std::string float_str; const std::string float_str;
const std::string integer_str; const std::string integer_str;
@ -347,11 +316,10 @@ public:
/// Add declarations for registers /// Add declarations for registers
void GenerateDeclarations() { void GenerateDeclarations() {
for (const auto& reg : regs) { for (const auto& reg : regs) {
if (reg.IsFloatUsed()) { for (const auto& type : reg.DeclaredTypes()) {
declarations.AddLine("float " + reg.GetFloatString() + " = 0.0;"); declarations.AddLine(GLSLRegister::GetTypeString(type) + ' ' +
} GLSLRegister::GetPrefixString(type) +
if (reg.IsIntegerUsed()) { std::to_string(reg.GetIndex()) + " = 0;");
declarations.AddLine("int " + reg.GetIntegerString() + " = 0;");
} }
} }
declarations.AddNewLine(); declarations.AddNewLine();