ShaderGenCommon: Add WriteSwitch

This commit is contained in:
Pokechu22 2021-11-18 12:56:25 -08:00
parent d8e347c8e8
commit 327126d1e8
1 changed files with 60 additions and 1 deletions

View File

@ -13,10 +13,11 @@
#include "Common/BitField.h"
#include "Common/CommonTypes.h"
#include "Common/EnumMap.h"
#include "Common/StringUtil.h"
#include "Common/TypeUtils.h"
enum class APIType;
#include "VideoCommon/VideoCommon.h"
/**
* Common interface for classes that need to go through the shader generation path
@ -210,6 +211,64 @@ std::string BitfieldExtract(std::string_view source)
static_cast<u32>(BitFieldT::NumBits()));
}
template <auto last_member, typename = decltype(last_member)>
void WriteSwitch(ShaderCode& out, APIType ApiType, std::string_view variable,
const Common::EnumMap<std::string_view, last_member>& values, int indent,
bool break_)
{
const bool make_switch = (ApiType == APIType::D3D);
// The second template argument is needed to avoid compile errors from ambiguity with multiple
// enums with the same number of members in GCC prior to 8. See https://godbolt.org/z/xcKaW1seW
// and https://godbolt.org/z/hz7Yqq1P5
using enum_type = decltype(last_member);
// {:{}} is used to indent by formatting an empty string with a variable width
if (make_switch)
{
out.Write("{:{}}switch ({}) {{\n", "", indent, variable);
for (u32 i = 0; i <= static_cast<u32>(last_member); i++)
{
const enum_type key = static_cast<enum_type>(i);
// Assumes existence of an EnumFormatter
out.Write("{:{}}case {:s}:\n", "", indent, key);
// Note that this indentation behaves poorly for multi-line code
if (!values[key].empty())
out.Write("{:{}} {}\n", "", indent, values[key]);
if (break_)
out.Write("{:{}} break;\n", "", indent);
}
out.Write("{:{}}}}\n", "", indent);
}
else
{
// Generate a tree of if statements recursively
// std::function must be used because auto won't capture before initialization and thus can't be
// used recursively
std::function<void(u32, u32, u32)> BuildTree = [&](u32 cur_indent, u32 low, u32 high) {
// Each generated statement is for low <= x < high
if (high == low + 1)
{
// Down to 1 case (low <= x < low + 1 means x == low)
const enum_type key = static_cast<enum_type>(low);
// Note that this indentation behaves poorly for multi-line code
out.Write("{:{}}{} // {}\n", "", cur_indent, values[key], key);
}
else
{
u32 mid = low + ((high - low) / 2);
out.Write("{:{}}if ({} < {}u) {{\n", "", cur_indent, variable, mid);
BuildTree(cur_indent + 2, low, mid);
out.Write("{:{}}}} else {{\n", "", cur_indent);
BuildTree(cur_indent + 2, mid, high);
out.Write("{:{}}}}\n", "", cur_indent);
}
};
BuildTree(indent, 0, static_cast<u32>(last_member) + 1);
}
}
// Constant variable names
#define I_COLORS "color"
#define I_KCOLORS "k"