/* * Copyright (C) 2014 Patrick Mours * SPDX-License-Identifier: BSD-3-Clause */ #include "effect_parser.hpp" #include "effect_codegen.hpp" #include // std::signbit, std::isinf, std::isnan #include // std::tolower #include // std::snprintf #include #include // stricmp #include // std::find_if, std::max using namespace reshadefx; class codegen_hlsl final : public codegen { public: codegen_hlsl(unsigned int shader_model, bool debug_info, bool uniforms_to_spec_constants) : _shader_model(shader_model), _debug_info(debug_info), _uniforms_to_spec_constants(uniforms_to_spec_constants) { // Create default block and reserve a memory block to avoid frequent reallocations std::string &block = _blocks.emplace(0, std::string()).first->second; block.reserve(8192); } private: enum class naming { // Name should already be unique, so no additional steps are taken unique, // Will be numbered when clashing with another name general, // Replace name with a code snippet expression, }; std::string _cbuffer_block; std::string _current_location; std::unordered_map _names; std::unordered_map _blocks; unsigned int _shader_model = 0; bool _debug_info = false; bool _uniforms_to_spec_constants = false; std::unordered_map _remapped_semantics; // Only write compatibility intrinsics to result if they are actually in use bool _uses_bitwise_cast = false; void write_result(module &module) override { module = std::move(_module); std::string preamble; if (_shader_model >= 40) { preamble += "struct __sampler1D_int { Texture1D t; SamplerState s; };\n" "struct __sampler2D_int { Texture2D t; SamplerState s; };\n" "struct __sampler3D_int { Texture3D t; SamplerState s; };\n" "struct __sampler1D_uint { Texture1D t; SamplerState s; };\n" "struct __sampler2D_uint { Texture2D t; SamplerState s; };\n" "struct __sampler3D_uint { Texture3D t; SamplerState s; };\n" "struct __sampler1D_float { Texture1D t; SamplerState s; };\n" "struct __sampler2D_float { Texture2D t; SamplerState s; };\n" "struct __sampler3D_float { Texture3D t; SamplerState s; };\n" "struct __sampler1D_float4 { Texture1D t; SamplerState s; };\n" "struct __sampler2D_float4 { Texture2D t; SamplerState s; };\n" "struct __sampler3D_float4 { Texture3D t; SamplerState s; };\n"; if (!_cbuffer_block.empty()) { if (_shader_model >= 60) preamble += "[[vk::binding(0, 0)]] "; // Descriptor set 0 preamble += "cbuffer _Globals {\n" + _cbuffer_block + "};\n"; } } else { preamble += "struct __sampler1D { sampler1D s; float1 pixelsize; };\n" "struct __sampler2D { sampler2D s; float2 pixelsize; };\n" "struct __sampler3D { sampler3D s; float3 pixelsize; };\n" "uniform float2 __TEXEL_SIZE__ : register(c255);\n"; if (_uses_bitwise_cast) preamble += "int __asint(float v) {" " if (v == 0) return 0;" // Zero (does not handle negative zero) // if (isinf(v)) return v < 0 ? 4286578688 : 2139095040; // Infinity // if (isnan(v)) return 2147483647; // NaN (does not handle negative NaN) " float e = 0;" " float f = frexp(v, e) * 2 - 1;" // frexp does not include sign bit in HLSL, so can use as is " float m = ldexp(f, 23);" " return (v < 0 ? 2147483648 : 0) + ldexp(e + 126, 23) + m;" "}\n" "int2 __asint(float2 v) { return int2(__asint(v.x), __asint(v.y)); }\n" "int3 __asint(float3 v) { return int3(__asint(v.x), __asint(v.y), __asint(v.z)); }\n" "int4 __asint(float4 v) { return int4(__asint(v.x), __asint(v.y), __asint(v.z), __asint(v.w)); }\n" "int __asuint(float v) { return __asint(v); }\n" "int2 __asuint(float2 v) { return int2(__asint(v.x), __asint(v.y)); }\n" "int3 __asuint(float3 v) { return int3(__asint(v.x), __asint(v.y), __asint(v.z)); }\n" "int4 __asuint(float4 v) { return int4(__asint(v.x), __asint(v.y), __asint(v.z), __asint(v.w)); }\n" "float __asfloat(int v) {" " float m = v % exp2(23);" " float f = ldexp(m, -23);" " float e = floor(ldexp(v, -23) % 256);" " return (v > 2147483647 ? -1 : 1) * (" // e == 0 ? ldexp(f, -126) : // Denormalized // e == 255 ? (m == 0 ? 1.#INF : -1.#IND) : // Infinity and NaN " ldexp(1 + f, e - 127));" "}\n" "float2 __asfloat(int2 v) { return float2(__asfloat(v.x), __asfloat(v.y)); }\n" "float3 __asfloat(int3 v) { return float3(__asfloat(v.x), __asfloat(v.y), __asfloat(v.z)); }\n" "float4 __asfloat(int4 v) { return float4(__asfloat(v.x), __asfloat(v.y), __asfloat(v.z), __asfloat(v.w)); }\n"; if (!_cbuffer_block.empty()) preamble += _cbuffer_block; // Offsets were multiplied in 'define_uniform', so adjust total size here accordingly module.total_uniform_size *= 4; } module.code.assign(preamble.begin(), preamble.end()); const std::string &main_block = _blocks.at(0); module.code.insert(module.code.end(), main_block.begin(), main_block.end()); } template void write_type(std::string &s, const type &type) const { if constexpr (is_decl) { if (type.has(type::q_static)) s += "static "; if (type.has(type::q_precise)) s += "precise "; if (type.has(type::q_groupshared)) s += "groupshared "; } if constexpr (is_param) { if (type.has(type::q_linear)) s += "linear "; if (type.has(type::q_noperspective)) s += "noperspective "; if (type.has(type::q_centroid)) s += "centroid "; if (type.has(type::q_nointerpolation)) s += "nointerpolation "; if (type.has(type::q_inout)) s += "inout "; else if (type.has(type::q_in)) s += "in "; else if (type.has(type::q_out)) s += "out "; } switch (type.base) { case type::t_void: s += "void"; return; case type::t_bool: s += "bool"; break; case type::t_min16int: // Minimum precision types are only supported in shader model 4 and up // Real 16-bit types were added in shader model 6.2 s += _shader_model >= 62 ? "int16_t" : _shader_model >= 40 ? "min16int" : "int"; break; case type::t_int: s += "int"; break; case type::t_min16uint: s += _shader_model >= 62 ? "uint16_t" : _shader_model >= 40 ? "min16uint" : "int"; break; case type::t_uint: // In shader model 3, uints can only be used with known-positive values, so use ints instead s += _shader_model >= 40 ? "uint" : "int"; break; case type::t_min16float: s += _shader_model >= 62 ? "float16_t" : _shader_model >= 40 ? "min16float" : "float"; break; case type::t_float: s += "float"; break; case type::t_struct: s += id_to_name(type.definition); return; case type::t_sampler1d_int: s += "__sampler1D"; if (_shader_model >= 40) s += "_int" + (type.rows > 1 ? std::to_string(type.rows) : std::string()); return; case type::t_sampler2d_int: s += "__sampler2D"; if (_shader_model >= 40) s += "_int" + (type.rows > 1 ? std::to_string(type.rows) : std::string()); return; case type::t_sampler3d_int: s += "__sampler3D"; if (_shader_model >= 40) s += "_int" + (type.rows > 1 ? std::to_string(type.rows) : std::string()); return; case type::t_sampler1d_uint: s += "__sampler1D"; if (_shader_model >= 40) s += "_uint" + (type.rows > 1 ? std::to_string(type.rows) : std::string()); return; case type::t_sampler2d_uint: s += "__sampler2D"; if (_shader_model >= 40) s += "_uint" + (type.rows > 1 ? std::to_string(type.rows) : std::string()); return; case type::t_sampler3d_uint: s += "__sampler3D"; if (_shader_model >= 40) s += "_uint" + (type.rows > 1 ? std::to_string(type.rows) : std::string()); return; case type::t_sampler1d_float: s += "__sampler1D"; if (_shader_model >= 40) s += "_float" + (type.rows > 1 ? std::to_string(type.rows) : std::string()); return; case type::t_sampler2d_float: s += "__sampler2D"; if (_shader_model >= 40) s += "_float" + (type.rows > 1 ? std::to_string(type.rows) : std::string()); return; case type::t_sampler3d_float: s += "__sampler3D"; if (_shader_model >= 40) s += "_float" + (type.rows > 1 ? std::to_string(type.rows) : std::string()); return; case type::t_storage1d_int: s += "RWTexture1D 1 ? std::to_string(type.rows) : std::string()) + '>'; return; case type::t_storage2d_int: s += "RWTexture2D 1 ? std::to_string(type.rows) : std::string()) + '>'; return; case type::t_storage3d_int: s += "RWTexture3D 1 ? std::to_string(type.rows) : std::string()) + '>'; return; case type::t_storage1d_uint: s += "RWTexture1D 1 ? std::to_string(type.rows) : std::string()) + '>'; return; case type::t_storage2d_uint: s += "RWTexture2D 1 ? std::to_string(type.rows) : std::string()) + '>'; return; case type::t_storage3d_uint: s += "RWTexture3D 1 ? std::to_string(type.rows) : std::string()) + '>'; return; case type::t_storage1d_float: s += "RWTexture1D 1 ? std::to_string(type.rows) : std::string()) + '>'; return; case type::t_storage2d_float: s += "RWTexture2D 1 ? std::to_string(type.rows) : std::string()) + '>'; return; case type::t_storage3d_float: s += "RWTexture3D 1 ? std::to_string(type.rows) : std::string()) + '>'; return; default: assert(false); return; } if (type.rows > 1) s += std::to_string(type.rows); if (type.cols > 1) s += 'x' + std::to_string(type.cols); } void write_constant(std::string &s, const type &type, const constant &data) const { if (type.is_array()) { auto elem_type = type; elem_type.array_length = 0; s += "{ "; for (int i = 0; i < type.array_length; ++i) { write_constant(s, elem_type, i < static_cast(data.array_data.size()) ? data.array_data[i] : constant()); if (i < type.array_length - 1) s += ", "; } s += " }"; return; } if (type.is_struct()) { // The can only be zero initializer struct constants assert(data.as_uint[0] == 0); s += '(' + id_to_name(type.definition) + ")0"; return; } // There can only be numeric constants assert(type.is_numeric()); if (!type.is_scalar()) write_type(s, type), s += '('; for (unsigned int i = 0, components = type.components(); i < components; ++i) { switch (type.base) { case type::t_bool: s += data.as_uint[i] ? "true" : "false"; break; case type::t_min16int: case type::t_int: s += std::to_string(data.as_int[i]); break; case type::t_min16uint: case type::t_uint: s += std::to_string(data.as_uint[i]); break; case type::t_min16float: case type::t_float: if (std::isnan(data.as_float[i])) { s += "-1.#IND"; break; } if (std::isinf(data.as_float[i])) { s += std::signbit(data.as_float[i]) ? "1.#INF" : "-1.#INF"; break; } char temp[64]; // Will be null-terminated by snprintf std::snprintf(temp, sizeof(temp), "%1.8e", data.as_float[i]); s += temp; break; default: assert(false); } if (i < components - 1) s += ", "; } if (!type.is_scalar()) s += ')'; } template void write_location(std::string &s, const location &loc) { if (loc.source.empty() || !_debug_info) return; s += "#line " + std::to_string(loc.line); size_t offset = s.size(); // Avoid writing the file name every time to reduce output text size if constexpr (force_source) { s += " \"" + loc.source + '\"'; } else if (loc.source != _current_location) { s += " \"" + loc.source + '\"'; _current_location = loc.source; } // Need to escape string for new DirectX Shader Compiler (dxc) if (_shader_model >= 60) { for (; (offset = s.find('\\', offset)) != std::string::npos; offset += 2) s.insert(offset, "\\", 1); } s += '\n'; } void write_texture_format(std::string &s, texture_format format) { switch (format) { case texture_format::r32i: s += "int"; break; case texture_format::r32u: s += "uint"; break; case texture_format::r8: case texture_format::r16: case texture_format::r16f: case texture_format::r32f: s += "float"; break; default: assert(false); [[fallthrough]]; case texture_format::unknown: case texture_format::rg8: case texture_format::rg16: case texture_format::rg16f: case texture_format::rg32f: case texture_format::rgba8: case texture_format::rgba16: case texture_format::rgba16f: case texture_format::rgba32f: case texture_format::rgb10a2: s += "float4"; break; } } std::string id_to_name(id id) const { assert(id != 0); if (const auto names_it = _names.find(id); names_it != _names.end()) return names_it->second; return '_' + std::to_string(id); } template void define_name(const id id, std::string name) { assert(!name.empty()); if constexpr (naming_type != naming::expression) if (name[0] == '_') return; // Filter out names that may clash with automatic ones name = escape_name(std::move(name)); if constexpr (naming_type == naming::general) if (std::find_if(_names.begin(), _names.end(), [&name](const auto &it) { return it.second == name; }) != _names.end()) name += '_' + std::to_string(id); // Append a numbered suffix if the name already exists _names[id] = std::move(name); } std::string convert_semantic(const std::string &semantic) { if (_shader_model < 40) { if (semantic == "SV_POSITION") return "POSITION"; // For pixel shaders this has to be "VPOS", so need to redefine that in post if (semantic == "SV_POINTSIZE") return "PSIZE"; if (semantic.compare(0, 9, "SV_TARGET") == 0) return "COLOR" + semantic.substr(9); if (semantic == "SV_DEPTH") return "DEPTH"; if (semantic == "SV_VERTEXID") return "TEXCOORD0 /* VERTEXID */"; if (semantic == "SV_ISFRONTFACE") return "VFACE"; if (semantic != "VPOS" && semantic.compare(0, 5, "COLOR") != 0 && semantic.compare(0, 6, "NORMAL") != 0 && semantic.compare(0, 7, "TANGENT") != 0) { // Shader model 3 only supports a selected list of semantic names, so need to remap custom ones to that if (const auto it = _remapped_semantics.find(semantic); it != _remapped_semantics.end()) return it->second; // Legal semantic indices are between 0 and 15 if (_remapped_semantics.size() < 15) { const std::string remapped_semantic = "TEXCOORD" + std::to_string(_remapped_semantics.size()) + " /* " + semantic + " */"; _remapped_semantics.emplace(semantic, remapped_semantic); return remapped_semantic; } } } else { if (semantic.compare(0, 5, "COLOR") == 0) return "SV_TARGET" + semantic.substr(5); } return semantic; } static std::string escape_name(std::string name) { static const auto stringicmp = [](const std::string &a, const std::string &b) { #ifdef _WIN32 return _stricmp(a.c_str(), b.c_str()) == 0; #else return std::equal(a.begin(), a.end(), b.begin(), b.end(), [](std::string::value_type a, std::string::value_type b) { return std::tolower(a) == std::tolower(b); }); #endif }; // HLSL compiler complains about "technique" and "pass" names in strict mode (no matter the casing) if (stringicmp(name, "line") || stringicmp(name, "pass") || stringicmp(name, "technique")) // This is guaranteed to not clash with user defined names, since those starting with an underscore are filtered out in 'define_name' name = '_' + name; return name; } static void increase_indentation_level(std::string &block) { if (block.empty()) return; for (size_t pos = 0; (pos = block.find("\n\t", pos)) != std::string::npos; pos += 3) block.replace(pos, 2, "\n\t\t"); block.insert(block.begin(), '\t'); } id define_struct(const location &loc, struct_info &info) override { info.definition = make_id(); define_name(info.definition, info.unique_name); _structs.push_back(info); std::string &code = _blocks.at(_current_block); write_location(code, loc); code += "struct " + id_to_name(info.definition) + "\n{\n"; for (const struct_member_info &member : info.member_list) { code += '\t'; write_type(code, member.type); // HLSL allows interpolation attributes on struct members, so handle this like a parameter code += ' ' + member.name; if (member.type.is_array()) code += '[' + std::to_string(member.type.array_length) + ']'; if (!member.semantic.empty()) code += " : " + convert_semantic(member.semantic); code += ";\n"; } code += "};\n"; return info.definition; } id define_texture(const location &loc, texture_info &info) override { info.id = make_id(); info.binding = ~0u; define_name(info.id, info.unique_name); #if 0 if (_shader_model >= 40) { info.binding = _module.num_texture_bindings; _module.num_texture_bindings += 2; std::string &code = _blocks.at(_current_block); write_location(code, loc); if (_shader_model >= 60) code += "[[vk::binding(" + std::to_string(info.binding + 0) + ", 2)]] "; // Descriptor set 2 code += "Texture" + std::to_string(static_cast(info.type)) + "D<"; write_texture_format(code, info.format); code += "> __" + info.unique_name + " : register(t" + std::to_string(info.binding + 0) + "); \n"; if (_shader_model >= 60) code += "[[vk::binding(" + std::to_string(info.binding + 1) + ", 2)]] "; // Descriptor set 2 code += "Texture" + std::to_string(static_cast(info.type)) + "D<"; write_texture_format(code, info.format); code += "> __srgb" + info.unique_name + " : register(t" + std::to_string(info.binding + 1) + "); \n"; } #endif _module.textures.push_back(info); return info.id; } id define_sampler(const location &loc, const texture_info &tex_info, sampler_info &info) override { info.id = make_id(); define_name(info.id, info.unique_name); std::string &code = _blocks.at(_current_block); if (_shader_model >= 40) { #if 0 // Try and reuse a sampler binding with the same sampler description const auto existing_sampler = std::find_if(_module.samplers.begin(), _module.samplers.end(), [&info](const auto &it) { return it.filter == info.filter && it.address_u == info.address_u && it.address_v == info.address_v && it.address_w == info.address_w && it.min_lod == info.min_lod && it.max_lod == info.max_lod && it.lod_bias == info.lod_bias; }); if (existing_sampler != _module.samplers.end()) { info.binding = existing_sampler->binding; } else { info.binding = _module.num_sampler_bindings++; if (_shader_model >= 60) code += "[[vk::binding(" + std::to_string(info.binding) + ", 1)]] "; // Descriptor set 1 code += "SamplerState __s" + std::to_string(info.binding) + " : register(s" + std::to_string(info.binding) + ");\n"; } assert(info.srgb == 0 || info.srgb == 1); info.texture_binding = tex_info.binding + info.srgb; // Offset binding by one to choose the SRGB variant write_location(code, loc); code += "static const "; write_type(code, info.type); code += ' ' + id_to_name(info.id) + " = { " + (info.srgb ? "__srgb" : "__") + info.texture_name + ", __s" + std::to_string(info.binding) + " };\n"; #else info.binding = _module.num_sampler_bindings++; info.texture_binding = ~0u; // Unset texture binding write_location(code, loc); const unsigned int texture_dimension = info.type.texture_dimension(); code += "Texture" + std::to_string(texture_dimension) + "D<"; write_texture_format(code, tex_info.format); code += "> __" + info.unique_name + "_t : register( t0); \n"; code += "SamplerState __" + info.unique_name + "_s : register( s0);\n"; code += "static const "; write_type(code, info.type); code += ' ' + id_to_name(info.id) + " = { __" + info.unique_name + "_t, __" + info.unique_name + "_s };\n"; #endif } else { info.binding = _module.num_sampler_bindings++; info.texture_binding = ~0u; // Unset texture binding const unsigned int texture_dimension = info.type.texture_dimension(); code += "sampler" + std::to_string(texture_dimension) + "D __" + info.unique_name + "_s : register(s" + std::to_string(info.binding) + ");\n"; write_location(code, loc); code += "static const "; write_type(code, info.type); code += ' ' + id_to_name(info.id) + " = { __" + info.unique_name + "_s, float" + std::to_string(texture_dimension) + '('; if (tex_info.semantic.empty()) { code += "1.0 / " + std::to_string(tex_info.width); if (texture_dimension >= 2) code += ", 1.0 / " + std::to_string(tex_info.height); if (texture_dimension >= 3) code += ", 1.0 / " + std::to_string(tex_info.depth); } else { // Expect application to set inverse texture size via a define if it is not known here code += tex_info.semantic + "_PIXEL_SIZE"; } code += ") }; \n"; } _module.samplers.push_back(info); return info.id; } id define_storage(const location &loc, const texture_info &, storage_info &info) override { info.id = make_id(); info.binding = ~0u; define_name(info.id, info.unique_name); if (_shader_model >= 50) { info.binding = _module.num_storage_bindings++; std::string &code = _blocks.at(_current_block); write_location(code, loc); if (_shader_model >= 60) code += "[[vk::binding(" + std::to_string(info.binding) + ", 3)]] "; // Descriptor set 3 write_type(code, info.type); code += ' ' + info.unique_name + " : register(u" + std::to_string(info.binding) + ");\n"; } _module.storages.push_back(info); return info.id; } id define_uniform(const location &loc, uniform_info &info) override { const id res = make_id(); define_name(res, info.name); if (_uniforms_to_spec_constants && info.has_initializer_value) { info.size = info.type.components() * 4; if (info.type.is_array()) info.size *= info.type.array_length; std::string &code = _blocks.at(_current_block); write_location(code, loc); assert(!info.type.has(type::q_static) && !info.type.has(type::q_const)); code += "static const "; write_type(code, info.type); code += ' ' + id_to_name(res) + " = "; if (!info.type.is_scalar()) write_type(code, info.type); code += "(SPEC_CONSTANT_" + info.name + ");\n"; _module.spec_constants.push_back(info); } else { if (info.type.is_matrix()) info.size = align_up(info.type.cols * 4, 16, info.type.rows); else // Vectors are column major (1xN), matrices are row major (NxM) info.size = info.type.rows * 4; // Arrays are not packed in HLSL by default, each element is stored in a four-component vector (16 bytes) if (info.type.is_array()) info.size = align_up(info.size, 16, info.type.array_length); // Data is packed into 4-byte boundaries (see https://docs.microsoft.com/windows/win32/direct3dhlsl/dx-graphics-hlsl-packing-rules) // This is already guaranteed, since all types are at least 4-byte in size info.offset = _module.total_uniform_size; // Additionally, HLSL packs data so that it does not cross a 16-byte boundary const uint32_t remaining = 16 - (info.offset & 15); if (remaining != 16 && info.size > remaining) info.offset += remaining; _module.total_uniform_size = info.offset + info.size; write_location(_cbuffer_block, loc); if (_shader_model >= 40) _cbuffer_block += '\t'; if (info.type.is_matrix()) // Force row major matrices _cbuffer_block += "row_major "; type type = info.type; if (_shader_model < 40) { // The HLSL compiler tries to evaluate boolean values with temporary registers, which breaks branches, so force it to use constant float registers if (type.is_boolean()) type.base = type::t_float; // Simply put each uniform into a separate constant register in shader model 3 for now info.offset *= 4; } write_type(_cbuffer_block, type); _cbuffer_block += ' ' + id_to_name(res); if (info.type.is_array()) _cbuffer_block += '[' + std::to_string(info.type.array_length) + ']'; if (_shader_model < 40) { // Every constant register is 16 bytes wide, so divide memory offset by 16 to get the constant register index // Note: All uniforms are floating-point in shader model 3, even if the uniform type says different!! _cbuffer_block += " : register(c" + std::to_string(info.offset / 16) + ')'; } _cbuffer_block += ";\n"; _module.uniforms.push_back(info); } return res; } id define_variable(const location &loc, const type &type, std::string name, bool global, id initializer_value) override { const id res = make_id(); if (!name.empty()) define_name(res, name); std::string &code = _blocks.at(_current_block); write_location(code, loc); if (!global) code += '\t'; if (initializer_value != 0 && type.has(type::q_const)) code += "const "; write_type(code, type); code += ' ' + id_to_name(res); if (type.is_array()) code += '[' + std::to_string(type.array_length) + ']'; if (initializer_value != 0) code += " = " + id_to_name(initializer_value); code += ";\n"; return res; } id define_function(const location &loc, function_info &info) override { info.definition = make_id(); define_name(info.definition, info.unique_name); std::string &code = _blocks.at(_current_block); write_location(code, loc); write_type(code, info.return_type); code += ' ' + id_to_name(info.definition) + '('; for (size_t i = 0, num_params = info.parameter_list.size(); i < num_params; ++i) { auto ¶m = info.parameter_list[i]; param.definition = make_id(); define_name(param.definition, param.name); code += '\n'; write_location(code, param.location); code += '\t'; write_type(code, param.type); code += ' ' + id_to_name(param.definition); if (param.type.is_array()) code += '[' + std::to_string(param.type.array_length) + ']'; if (!param.semantic.empty()) code += " : " + convert_semantic(param.semantic); if (i < num_params - 1) code += ','; } code += ')'; if (!info.return_semantic.empty()) code += " : " + convert_semantic(info.return_semantic); code += '\n'; _functions.push_back(std::make_unique(info)); return info.definition; } void define_entry_point(function_info &func, shader_type stype, int num_threads[3]) override { // Modify entry point name since a new function is created for it below if (stype == shader_type::cs) func.unique_name = 'E' + func.unique_name + '_' + std::to_string(num_threads[0]) + '_' + std::to_string(num_threads[1]) + '_' + std::to_string(num_threads[2]); else if (_shader_model < 40) func.unique_name = 'E' + func.unique_name; if (const auto it = std::find_if(_module.entry_points.begin(), _module.entry_points.end(), [&func](const auto &ep) { return ep.name == func.unique_name; }); it != _module.entry_points.end()) return; _module.entry_points.push_back({ func.unique_name, stype }); // Only have to rewrite the entry point function signature in shader model 3 and for compute (to write "numthreads" attribute) if (_shader_model >= 40 && stype != shader_type::cs) return; auto entry_point = func; const auto is_color_semantic = [](const std::string &semantic) { return semantic.compare(0, 9, "SV_TARGET") == 0 || semantic.compare(0, 5, "COLOR") == 0; }; const auto is_position_semantic = [](const std::string &semantic) { return semantic == "SV_POSITION" || semantic == "POSITION"; }; const auto ret = make_id(); define_name(ret, "ret"); std::string position_variable_name; { if (func.return_type.is_struct() && stype == shader_type::vs) { // If this function returns a struct which contains a position output, keep track of its member name for (const struct_member_info &member : get_struct(func.return_type.definition).member_list) if (is_position_semantic(member.semantic)) position_variable_name = id_to_name(ret) + '.' + member.name; } if (is_color_semantic(func.return_semantic)) { // The COLOR output semantic has to be a four-component vector in shader model 3, so enforce that entry_point.return_type.rows = 4; } if (is_position_semantic(func.return_semantic)) { if (stype == shader_type::vs) // Keep track of the position output variable position_variable_name = id_to_name(ret); } } for (struct_member_info ¶m : entry_point.parameter_list) { if (param.type.is_struct() && stype == shader_type::vs) { for (const struct_member_info &member : get_struct(param.type.definition).member_list) if (is_position_semantic(member.semantic)) position_variable_name = param.name + '.' + member.name; } if (is_color_semantic(param.semantic)) { param.type.rows = 4; } if (is_position_semantic(param.semantic)) { if (stype == shader_type::vs) // Keep track of the position output variable position_variable_name = param.name; else if (stype == shader_type::ps) // Change the position input semantic in pixel shaders param.semantic = "VPOS"; } } if (stype == shader_type::cs) _blocks.at(_current_block) += "[numthreads(" + std::to_string(num_threads[0]) + ", " + std::to_string(num_threads[1]) + ", " + std::to_string(num_threads[2]) + ")]\n"; define_function({}, entry_point); enter_block(create_block()); std::string &code = _blocks.at(_current_block); // Clear all color output parameters so no component is left uninitialized for (struct_member_info ¶m : entry_point.parameter_list) { if (is_color_semantic(param.semantic)) code += '\t' + param.name + " = float4(0.0, 0.0, 0.0, 0.0);\n"; } code += '\t'; if (is_color_semantic(func.return_semantic)) { code += "const float4 " + id_to_name(ret) + " = float4("; } else if (!func.return_type.is_void()) { write_type(code, func.return_type); code += ' ' + id_to_name(ret) + " = "; } // Call the function this entry point refers to code += id_to_name(func.definition) + '('; for (size_t i = 0, num_params = func.parameter_list.size(); i < num_params; ++i) { code += func.parameter_list[i].name; if (is_color_semantic(func.parameter_list[i].semantic)) { code += '.'; for (unsigned int k = 0; k < func.parameter_list[i].type.rows; k++) code += "xyzw"[k]; } if (i < num_params - 1) code += ", "; } code += ')'; // Cast the output value to a four-component vector if (is_color_semantic(func.return_semantic)) { for (unsigned int i = 0; i < 4 - func.return_type.rows; i++) code += ", 0.0"; code += ')'; } code += ";\n"; // Shift everything by half a viewport pixel to workaround the different half-pixel offset in D3D9 (https://aras-p.info/blog/2016/04/08/solving-dx9-half-pixel-offset/) if (!position_variable_name.empty() && stype == shader_type::vs) // Check if we are in a vertex shader definition code += '\t' + position_variable_name + ".xy += __TEXEL_SIZE__ * " + position_variable_name + ".ww;\n"; leave_block_and_return(func.return_type.is_void() ? 0 : ret); leave_function(); } id emit_load(const expression &exp, bool force_new_id) override { if (exp.is_constant) return emit_constant(exp.type, exp.constant); else if (exp.chain.empty() && !force_new_id) // Can refer to values without access chain directly return exp.base; const id res = make_id(); static const char s_matrix_swizzles[16][5] = { "_m00", "_m01", "_m02", "_m03", "_m10", "_m11", "_m12", "_m13", "_m20", "_m21", "_m22", "_m23", "_m30", "_m31", "_m32", "_m33" }; std::string type, expr_code = id_to_name(exp.base); for (const auto &op : exp.chain) { switch (op.op) { case expression::operation::op_cast: type.clear(); write_type(type, op.to); // Cast is in parentheses so that a subsequent operation operates on the casted value expr_code = "((" + type + ')' + expr_code + ')'; break; case expression::operation::op_member: expr_code += '.'; expr_code += get_struct(op.from.definition).member_list[op.index].name; break; case expression::operation::op_dynamic_index: expr_code += '[' + id_to_name(op.index) + ']'; break; case expression::operation::op_constant_index: if (op.from.is_vector() && !op.from.is_array()) expr_code += '.', expr_code += "xyzw"[op.index]; else expr_code += '[' + std::to_string(op.index) + ']'; break; case expression::operation::op_swizzle: expr_code += '.'; for (unsigned int i = 0; i < 4 && op.swizzle[i] >= 0; ++i) if (op.from.is_matrix()) expr_code += s_matrix_swizzles[op.swizzle[i]]; else expr_code += "xyzw"[op.swizzle[i]]; break; } } if (force_new_id) { // Need to store value in a new variable to comply with request for a new ID std::string &code = _blocks.at(_current_block); code += '\t'; write_type(code, exp.type); code += ' ' + id_to_name(res) + " = " + expr_code + ";\n"; } else { // Avoid excessive variable definitions by instancing simple load operations in code every time define_name(res, std::move(expr_code)); } return res; } void emit_store(const expression &exp, id value) override { std::string &code = _blocks.at(_current_block); write_location(code, exp.location); code += '\t' + id_to_name(exp.base); static const char s_matrix_swizzles[16][5] = { "_m00", "_m01", "_m02", "_m03", "_m10", "_m11", "_m12", "_m13", "_m20", "_m21", "_m22", "_m23", "_m30", "_m31", "_m32", "_m33" }; for (const auto &op : exp.chain) { switch (op.op) { case expression::operation::op_member: code += '.'; code += get_struct(op.from.definition).member_list[op.index].name; break; case expression::operation::op_dynamic_index: code += '[' + id_to_name(op.index) + ']'; break; case expression::operation::op_constant_index: code += '[' + std::to_string(op.index) + ']'; break; case expression::operation::op_swizzle: code += '.'; for (unsigned int i = 0; i < 4 && op.swizzle[i] >= 0; ++i) if (op.from.is_matrix()) code += s_matrix_swizzles[op.swizzle[i]]; else code += "xyzw"[op.swizzle[i]]; break; } } code += " = " + id_to_name(value) + ";\n"; } id emit_constant(const type &type, const constant &data) override { const id res = make_id(); if (type.is_array()) { assert(type.has(type::q_const)); std::string &code = _blocks.at(_current_block); // Array constants need to be stored in a constant variable as they cannot be used in-place code += '\t'; code += "const "; write_type(code, type); code += ' ' + id_to_name(res); code += '[' + std::to_string(type.array_length) + ']'; code += " = "; write_constant(code, type, data); code += ";\n"; return res; } std::string code; write_constant(code, type, data); define_name(res, std::move(code)); return res; } id emit_unary_op(const location &loc, tokenid op, const type &res_type, id val) override { const id res = make_id(); std::string &code = _blocks.at(_current_block); write_location(code, loc); code += '\t'; write_type(code, res_type); code += ' ' + id_to_name(res) + " = "; if (_shader_model < 40 && op == tokenid::tilde) code += "0xFFFFFFFF - "; // Emulate bitwise not operator on shader model 3 else code += char(op); code += id_to_name(val) + ";\n"; return res; } id emit_binary_op(const location &loc, tokenid op, const type &res_type, const type &, id lhs, id rhs) override { const id res = make_id(); std::string &code = _blocks.at(_current_block); write_location(code, loc); code += '\t'; write_type(code, res_type); code += ' ' + id_to_name(res) + " = "; if (_shader_model < 40) { // See bitwise shift operator emulation below if (op == tokenid::less_less || op == tokenid::less_less_equal) code += '('; else if (op == tokenid::greater_greater || op == tokenid::greater_greater_equal) code += "floor("; } code += id_to_name(lhs) + ' '; switch (op) { case tokenid::plus: case tokenid::plus_plus: case tokenid::plus_equal: code += '+'; break; case tokenid::minus: case tokenid::minus_minus: case tokenid::minus_equal: code += '-'; break; case tokenid::star: case tokenid::star_equal: code += '*'; break; case tokenid::slash: case tokenid::slash_equal: code += '/'; break; case tokenid::percent: case tokenid::percent_equal: code += '%'; break; case tokenid::caret: case tokenid::caret_equal: code += '^'; break; case tokenid::pipe: case tokenid::pipe_equal: code += '|'; break; case tokenid::ampersand: case tokenid::ampersand_equal: code += '&'; break; case tokenid::less_less: case tokenid::less_less_equal: code += _shader_model >= 40 ? "<<" : ") * exp2("; // Emulate bitwise shift operators on shader model 3 break; case tokenid::greater_greater: case tokenid::greater_greater_equal: code += _shader_model >= 40 ? ">>" : ") / exp2("; break; case tokenid::pipe_pipe: code += "||"; break; case tokenid::ampersand_ampersand: code += "&&"; break; case tokenid::less: code += '<'; break; case tokenid::less_equal: code += "<="; break; case tokenid::greater: code += '>'; break; case tokenid::greater_equal: code += ">="; break; case tokenid::equal_equal: code += "=="; break; case tokenid::exclaim_equal: code += "!="; break; default: assert(false); } code += ' ' + id_to_name(rhs); if (_shader_model < 40) { // See bitwise shift operator emulation above if (op == tokenid::less_less || op == tokenid::less_less_equal || op == tokenid::greater_greater || op == tokenid::greater_greater_equal) code += ')'; } code += ";\n"; return res; } id emit_ternary_op(const location &loc, tokenid op, const type &res_type, id condition, id true_value, id false_value) override { if (op != tokenid::question) return assert(false), 0; // Should never happen, since this is the only ternary operator currently supported const id res = make_id(); std::string &code = _blocks.at(_current_block); write_location(code, loc); code += '\t'; write_type(code, res_type); code += ' ' + id_to_name(res); if (res_type.is_array()) code += '[' + std::to_string(res_type.array_length) + ']'; code += " = " + id_to_name(condition) + " ? " + id_to_name(true_value) + " : " + id_to_name(false_value) + ";\n"; return res; } id emit_call(const location &loc, id function, const type &res_type, const std::vector &args) override { #ifndef NDEBUG for (const expression &arg : args) assert(arg.chain.empty() && arg.base != 0); #endif const id res = make_id(); std::string &code = _blocks.at(_current_block); write_location(code, loc); code += '\t'; if (!res_type.is_void()) { write_type(code, res_type); code += ' ' + id_to_name(res); if (res_type.is_array()) code += '[' + std::to_string(res_type.array_length) + ']'; code += " = "; } code += id_to_name(function) + '('; for (size_t i = 0, num_args = args.size(); i < num_args; ++i) { code += id_to_name(args[i].base); if (i < num_args - 1) code += ", "; } code += ");\n"; return res; } id emit_call_intrinsic(const location &loc, id intrinsic, const type &res_type, const std::vector &args) override { #ifndef NDEBUG for (const expression &arg : args) assert(arg.chain.empty() && arg.base != 0); #endif const id res = make_id(); std::string &code = _blocks.at(_current_block); enum { #define IMPLEMENT_INTRINSIC_HLSL(name, i, code) name##i, #include "effect_symbol_table_intrinsics.inl" }; write_location(code, loc); code += '\t'; if (_shader_model >= 40 && ( (intrinsic >= tex1Dsize0 && intrinsic <= tex3Dsize2) || (intrinsic >= atomicAdd0 && intrinsic <= atomicCompareExchange1) || (!(res_type.is_floating_point() || _shader_model >= 67) && (intrinsic >= tex1D0 && intrinsic <= tex3Dlod1)))) { // Implementation of the 'tex2Dsize' intrinsic passes the result variable into 'GetDimensions' as output argument // Same with the atomic intrinsics, which use the last parameter to return the previous value of the target write_type(code, res_type); code += ' ' + id_to_name(res) + "; "; } else if (!res_type.is_void()) { write_type(code, res_type); code += ' ' + id_to_name(res) + " = "; } switch (intrinsic) { #define IMPLEMENT_INTRINSIC_HLSL(name, i, code) case name##i: code break; #include "effect_symbol_table_intrinsics.inl" default: assert(false); } code += ";\n"; return res; } id emit_construct(const location &loc, const type &type, const std::vector &args) override { #ifndef NDEBUG for (const auto &arg : args) assert((arg.type.is_scalar() || type.is_array()) && arg.chain.empty() && arg.base != 0); #endif const id res = make_id(); std::string &code = _blocks.at(_current_block); write_location(code, loc); code += '\t'; write_type(code, type); code += ' ' + id_to_name(res); if (type.is_array()) code += '[' + std::to_string(type.array_length) + ']'; code += " = "; if (type.is_array()) code += "{ "; else write_type(code, type), code += '('; for (size_t i = 0, num_args = args.size(); i < num_args; ++i) { code += id_to_name(args[i].base); if (i < num_args - 1) code += ", "; } if (type.is_array()) code += " }"; else code += ')'; code += ";\n"; return res; } void emit_if(const location &loc, id condition_value, id condition_block, id true_statement_block, id false_statement_block, unsigned int flags) override { assert(condition_value != 0 && condition_block != 0 && true_statement_block != 0 && false_statement_block != 0); std::string &code = _blocks.at(_current_block); std::string &true_statement_data = _blocks.at(true_statement_block); std::string &false_statement_data = _blocks.at(false_statement_block); increase_indentation_level(true_statement_data); increase_indentation_level(false_statement_data); code += _blocks.at(condition_block); write_location(code, loc); code += '\t'; if (flags & 0x1) code += "[flatten] "; if (flags & 0x2) code += "[branch] "; code += "if (" + id_to_name(condition_value) + ")\n\t{\n"; code += true_statement_data; code += "\t}\n"; if (!false_statement_data.empty()) { code += "\telse\n\t{\n"; code += false_statement_data; code += "\t}\n"; } // Remove consumed blocks to save memory _blocks.erase(condition_block); _blocks.erase(true_statement_block); _blocks.erase(false_statement_block); } id emit_phi(const location &loc, id condition_value, id condition_block, id true_value, id true_statement_block, id false_value, id false_statement_block, const type &type) override { assert(condition_value != 0 && condition_block != 0 && true_value != 0 && true_statement_block != 0 && false_value != 0 && false_statement_block != 0); std::string &code = _blocks.at(_current_block); std::string &true_statement_data = _blocks.at(true_statement_block); std::string &false_statement_data = _blocks.at(false_statement_block); increase_indentation_level(true_statement_data); increase_indentation_level(false_statement_data); const id res = make_id(); code += _blocks.at(condition_block); code += '\t'; write_type(code, type); code += ' ' + id_to_name(res) + ";\n"; write_location(code, loc); code += "\tif (" + id_to_name(condition_value) + ")\n\t{\n"; code += (true_statement_block != condition_block ? true_statement_data : std::string()); code += "\t\t" + id_to_name(res) + " = " + id_to_name(true_value) + ";\n"; code += "\t}\n\telse\n\t{\n"; code += (false_statement_block != condition_block ? false_statement_data : std::string()); code += "\t\t" + id_to_name(res) + " = " + id_to_name(false_value) + ";\n"; code += "\t}\n"; // Remove consumed blocks to save memory _blocks.erase(condition_block); _blocks.erase(true_statement_block); _blocks.erase(false_statement_block); return res; } void emit_loop(const location &loc, id condition_value, id prev_block, id header_block, id condition_block, id loop_block, id continue_block, unsigned int flags) override { assert(prev_block != 0 && header_block != 0 && loop_block != 0 && continue_block != 0); std::string &code = _blocks.at(_current_block); std::string &loop_data = _blocks.at(loop_block); std::string &continue_data = _blocks.at(continue_block); increase_indentation_level(loop_data); increase_indentation_level(loop_data); increase_indentation_level(continue_data); code += _blocks.at(prev_block); std::string attributes; if (flags & 0x1) attributes += "[unroll] "; if (flags & 0x2) attributes += _shader_model >= 40 ? "[fastopt] " : "[loop] "; // Condition value can be missing in infinite loop constructs like "for (;;)" std::string condition_name = condition_value != 0 ? id_to_name(condition_value) : "true"; if (condition_block == 0) { // Convert the last SSA variable initializer to an assignment statement auto pos_assign = continue_data.rfind(condition_name); auto pos_prev_assign = continue_data.rfind('\t', pos_assign); continue_data.erase(pos_prev_assign + 1, pos_assign - pos_prev_assign - 1); // We need to add the continue block to all "continue" statements as well const std::string continue_id = "__CONTINUE__" + std::to_string(continue_block); for (size_t offset = 0; (offset = loop_data.find(continue_id, offset)) != std::string::npos; offset += continue_data.size()) loop_data.replace(offset, continue_id.size(), continue_data); code += "\tbool " + condition_name + ";\n"; write_location(code, loc); code += '\t' + attributes; code += "do\n\t{\n\t\t{\n"; code += loop_data; // Encapsulate loop body into another scope, so not to confuse any local variables with the current iteration variable accessed in the continue block below code += "\t\t}\n"; code += continue_data; code += "\t}\n\twhile (" + condition_name + ");\n"; } else { std::string &condition_data = _blocks.at(condition_block); // Work around D3DCompiler putting uniform variables that are used as the loop count register into integer registers (only in SM3) // Only applies to dynamic loops with uniform variables in the condition, where it generates a loop instruction like "rep i0", but then expects the "i0" register to be set externally // Moving the loop condition into the loop body forces it to move the uniform variable into a constant register instead and geneates a fixed number of loop iterations with "defi i0, 255, ..." // Check 'condition_name' instead of 'condition_value' here to also catch cases where a constant boolean expression was passed in as loop condition bool use_break_statement_for_condition = (_shader_model < 40 && condition_name != "true") && std::find_if(_module.uniforms.begin(), _module.uniforms.end(), [&](const uniform_info &info) { return condition_data.find(info.name) != std::string::npos || condition_name.find(info.name) != std::string::npos; }) != _module.uniforms.end(); // If the condition data is just a single line, then it is a simple expression, which we can just put into the loop condition as-is if (!use_break_statement_for_condition && std::count(condition_data.begin(), condition_data.end(), '\n') == 1) { // Convert SSA variable initializer back to a condition expression auto pos_assign = condition_data.find('='); condition_data.erase(0, pos_assign + 2); auto pos_semicolon = condition_data.rfind(';'); condition_data.erase(pos_semicolon); condition_name = std::move(condition_data); assert(condition_data.empty()); } else { code += condition_data; increase_indentation_level(condition_data); // Convert the last SSA variable initializer to an assignment statement auto pos_assign = condition_data.rfind(condition_name); auto pos_prev_assign = condition_data.rfind('\t', pos_assign); condition_data.erase(pos_prev_assign + 1, pos_assign - pos_prev_assign - 1); } const std::string continue_id = "__CONTINUE__" + std::to_string(continue_block); for (size_t offset = 0; (offset = loop_data.find(continue_id, offset)) != std::string::npos; offset += continue_data.size()) loop_data.replace(offset, continue_id.size(), continue_data + condition_data); write_location(code, loc); code += '\t' + attributes; if (use_break_statement_for_condition) code += "while (true)\n\t{\n\t\tif (" + condition_name + ")\n\t\t{\n"; else code += "while (" + condition_name + ")\n\t{\n\t\t{\n"; code += loop_data; code += "\t\t}\n"; if (use_break_statement_for_condition) code += "\t\telse break;\n"; code += continue_data; code += condition_data; code += "\t}\n"; _blocks.erase(condition_block); } // Remove consumed blocks to save memory _blocks.erase(prev_block); _blocks.erase(header_block); _blocks.erase(loop_block); _blocks.erase(continue_block); } void emit_switch(const location &loc, id selector_value, id selector_block, id default_label, id default_block, const std::vector &case_literal_and_labels, const std::vector &case_blocks, unsigned int flags) override { assert(selector_value != 0 && selector_block != 0 && default_label != 0 && default_block != 0); assert(case_blocks.size() == case_literal_and_labels.size() / 2); std::string &code = _blocks.at(_current_block); code += _blocks.at(selector_block); if (_shader_model >= 40) { write_location(code, loc); code += '\t'; if (flags & 0x1) code += "[flatten] "; if (flags & 0x2) code += "[branch] "; if (flags & 0x4) code += "[forcecase] "; if (flags & 0x8) code += "[call] "; code += "switch (" + id_to_name(selector_value) + ")\n\t{\n"; std::vector labels = case_literal_and_labels; for (size_t i = 0; i < labels.size(); i += 2) { if (labels[i + 1] == 0) continue; // Happens if a case was already handled, see below code += "\tcase " + std::to_string(labels[i]) + ": "; if (labels[i + 1] == default_label) { code += "default: "; default_label = 0; } else { for (size_t k = i + 2; k < labels.size(); k += 2) { if (labels[k + 1] == 0 || labels[k + 1] != labels[i + 1]) continue; code += "case " + std::to_string(labels[k]) + ": "; labels[k + 1] = 0; } } assert(case_blocks[i / 2] != 0); std::string &case_data = _blocks.at(case_blocks[i / 2]); increase_indentation_level(case_data); code += "{\n"; code += case_data; code += "\t}\n"; } if (default_label != 0 && default_block != _current_block) { std::string &default_data = _blocks.at(default_block); increase_indentation_level(default_data); code += "\tdefault: {\n"; code += default_data; code += "\t}\n"; _blocks.erase(default_block); } code += "\t}\n"; } else // Switch statements do not work correctly in SM3 if a constant is used as selector value (this is a D3DCompiler bug), so replace them with if statements { write_location(code, loc); code += "\t[unroll] do { "; // This dummy loop makes "break" statements work if (flags & 0x1) code += "[flatten] "; if (flags & 0x2) code += "[branch] "; std::vector labels = case_literal_and_labels; for (size_t i = 0; i < labels.size(); i += 2) { if (labels[i + 1] == 0) continue; // Happens if a case was already handled, see below code += "if (" + id_to_name(selector_value) + " == " + std::to_string(labels[i]); for (size_t k = i + 2; k < labels.size(); k += 2) { if (labels[k + 1] == 0 || labels[k + 1] != labels[i + 1]) continue; code += " || " + id_to_name(selector_value) + " == " + std::to_string(labels[k]); labels[k + 1] = 0; } assert(case_blocks[i / 2] != 0); std::string &case_data = _blocks.at(case_blocks[i / 2]); increase_indentation_level(case_data); code += ")\n\t{\n"; code += case_data; code += "\t}\n\telse\n\t"; } code += "{\n"; if (default_block != _current_block) { std::string &default_data = _blocks.at(default_block); increase_indentation_level(default_data); code += default_data; _blocks.erase(default_block); } code += "\t} } while (false);\n"; } // Remove consumed blocks to save memory _blocks.erase(selector_block); for (const id case_block : case_blocks) _blocks.erase(case_block); } id create_block() override { const id res = make_id(); std::string &block = _blocks.emplace(res, std::string()).first->second; // Reserve a decently big enough memory block to avoid frequent reallocations block.reserve(4096); return res; } id set_block(id id) override { _last_block = _current_block; _current_block = id; return _last_block; } void enter_block(id id) override { _current_block = id; } id leave_block_and_kill() override { if (!is_in_block()) return 0; std::string &code = _blocks.at(_current_block); code += "\tdiscard;\n"; const auto &return_type = _functions.back()->return_type; if (!return_type.is_void()) { // HLSL compiler doesn't handle discard like a shader kill // Add a return statement to exit functions in case discard is the last control flow statement // See https://docs.microsoft.com/windows/win32/direct3dhlsl/discard--sm4---asm- code += "\treturn "; write_constant(code, return_type, constant()); code += ";\n"; } return set_block(0); } id leave_block_and_return(id value) override { if (!is_in_block()) return 0; // Skip implicit return statement if (!_functions.back()->return_type.is_void() && value == 0) return set_block(0); std::string &code = _blocks.at(_current_block); code += "\treturn"; if (value != 0) code += ' ' + id_to_name(value); code += ";\n"; return set_block(0); } id leave_block_and_switch(id, id) override { if (!is_in_block()) return _last_block; return set_block(0); } id leave_block_and_branch(id target, unsigned int loop_flow) override { if (!is_in_block()) return _last_block; std::string &code = _blocks.at(_current_block); switch (loop_flow) { case 1: code += "\tbreak;\n"; break; case 2: // Keep track of continue target block, so we can insert its code here later code += "__CONTINUE__" + std::to_string(target) + "\tcontinue;\n"; break; } return set_block(0); } id leave_block_and_branch_conditional(id, id, id) override { if (!is_in_block()) return _last_block; return set_block(0); } void leave_function() override { assert(_last_block != 0); _blocks.at(0) += "{\n" + _blocks.at(_last_block) + "}\n"; } }; codegen *reshadefx::create_codegen_hlsl(unsigned int shader_model, bool debug_info, bool uniforms_to_spec_constants) { return new codegen_hlsl(shader_model, debug_info, uniforms_to_spec_constants); }