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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_glsl_instructions.h"
- #include "shader_recompiler/backend/glsl/glsl_emit_context.h"
- #include "shader_recompiler/frontend/ir/value.h"
- namespace Shader::Backend::GLSL {
- void EmitSelectU1(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
- std::string_view true_value, std::string_view false_value) {
- ctx.AddU1("{}={}?{}:{};", inst, cond, true_value, false_value);
- }
- void EmitSelectU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,
- [[maybe_unused]] std::string_view true_value,
- [[maybe_unused]] std::string_view false_value) {
- NotImplemented();
- }
- void EmitSelectU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,
- [[maybe_unused]] std::string_view true_value,
- [[maybe_unused]] std::string_view false_value) {
- NotImplemented();
- }
- void EmitSelectU32(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
- std::string_view true_value, std::string_view false_value) {
- ctx.AddU32("{}={}?{}:{};", inst, cond, true_value, false_value);
- }
- void EmitSelectU64(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
- std::string_view true_value, std::string_view false_value) {
- ctx.AddU64("{}={}?{}:{};", inst, cond, true_value, false_value);
- }
- void EmitSelectF16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,
- [[maybe_unused]] std::string_view true_value,
- [[maybe_unused]] std::string_view false_value) {
- NotImplemented();
- }
- void EmitSelectF32(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
- std::string_view true_value, std::string_view false_value) {
- ctx.AddF32("{}={}?{}:{};", inst, cond, true_value, false_value);
- }
- void EmitSelectF64(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
- std::string_view true_value, std::string_view false_value) {
- ctx.AddF64("{}={}?{}:{};", inst, cond, true_value, false_value);
- }
- } // namespace Shader::Backend::GLSL
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