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- // Copyright 2021 yuzu Emulator Project
- // Licensed under GPLv2 or any later version
- // Refer to the license.txt file included.
- #include <string_view>
- #include "shader_recompiler/backend/glsl/emit_context.h"
- #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
- #include "shader_recompiler/frontend/ir/value.h"
- namespace Shader::Backend::GLSL {
- namespace {
- void Alias(IR::Inst& inst, const IR::Value& value) {
- if (value.IsImmediate()) {
- return;
- }
- IR::Inst& value_inst{*value.InstRecursive()};
- value_inst.DestructiveAddUsage(inst.UseCount());
- value_inst.DestructiveRemoveUsage();
- inst.SetDefinition(value_inst.Definition<Id>());
- }
- } // namespace
- void EmitIdentity(EmitContext&, IR::Inst& inst, const IR::Value& value) {
- Alias(inst, value);
- }
- void EmitConditionRef(EmitContext& ctx, IR::Inst& inst, const IR::Value& value) {
- // Fake one usage to get a real variable out of the condition
- inst.DestructiveAddUsage(1);
- const auto ret{ctx.var_alloc.Define(inst, GlslVarType::U1)};
- const auto input{ctx.var_alloc.Consume(value)};
- if (ret != input) {
- ctx.Add("{}={};", ret, input);
- }
- }
- void EmitBitCastU16F16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst) {
- NotImplemented();
- }
- void EmitBitCastU32F32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddU32("{}=ftou({});", inst, value);
- }
- void EmitBitCastU64F64(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddU64("{}=doubleBitsToUint64({});", inst, value);
- }
- void EmitBitCastF16U16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst) {
- NotImplemented();
- }
- void EmitBitCastF32U32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddF32("{}=utof({});", inst, value);
- }
- void EmitBitCastF64U64(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddF64("{}=uint64BitsToDouble({});", inst, value);
- }
- void EmitPackUint2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddU64("{}=packUint2x32({});", inst, value);
- }
- void EmitUnpackUint2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddU32x2("{}=unpackUint2x32({});", inst, value);
- }
- void EmitPackFloat2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddU32("{}=packFloat2x16({});", inst, value);
- }
- void EmitUnpackFloat2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddF16x2("{}=unpackFloat2x16({});", inst, value);
- }
- void EmitPackHalf2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddU32("{}=packHalf2x16({});", inst, value);
- }
- void EmitUnpackHalf2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddF32x2("{}=unpackHalf2x16({});", inst, value);
- }
- void EmitPackDouble2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddF64("{}=packDouble2x32({});", inst, value);
- }
- void EmitUnpackDouble2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
- ctx.AddU32x2("{}=unpackDouble2x32({});", inst, value);
- }
- } // namespace Shader::Backend::GLSL
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