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yuzu-mainline/src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp

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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/frontend/ir/value.h"
namespace Shader::Backend::GLSL {
void EmitLoadStorageU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL Instrucion");
}
void EmitLoadStorageS8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL Instrucion");
}
void EmitLoadStorageU16([[maybe_unused]] EmitContext& ctx,
[[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL Instrucion");
}
void EmitLoadStorageS16([[maybe_unused]] EmitContext& ctx,
[[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL Instrucion");
}
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void EmitLoadStorage32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
const IR::Value& offset) {
const auto offset_var{ctx.reg_alloc.Consume(offset)};
ctx.AddU32("{}=ssbo{}[{}];", inst, binding.U32(), offset_var);
}
void EmitLoadStorage64(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
const IR::Value& offset) {
const auto offset_var{ctx.reg_alloc.Consume(offset)};
ctx.AddU32x2("{}=uvec2(ssbo{}[{}],ssbo{}[{}+1]);", inst, binding.U32(), offset_var,
binding.U32(), offset_var);
}
void EmitLoadStorage128(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
const IR::Value& offset) {
const auto offset_var{ctx.reg_alloc.Consume(offset)};
ctx.AddU32x4("{}=uvec4(ssbo{}[{}],ssbo{}[{}+1],ssbo{}[{}+2],ssbo{}[{}+3]);", inst,
binding.U32(), offset_var, binding.U32(), offset_var, binding.U32(), offset_var,
binding.U32(), offset_var);
}
void EmitWriteStorageU8([[maybe_unused]] EmitContext& ctx,
[[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset,
[[maybe_unused]] std::string_view value) {
throw NotImplementedException("GLSL Instrucion");
}
void EmitWriteStorageS8([[maybe_unused]] EmitContext& ctx,
[[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset,
[[maybe_unused]] std::string_view value) {
throw NotImplementedException("GLSL Instrucion");
}
void EmitWriteStorageU16([[maybe_unused]] EmitContext& ctx,
[[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset,
[[maybe_unused]] std::string_view value) {
throw NotImplementedException("GLSL Instrucion");
}
void EmitWriteStorageS16([[maybe_unused]] EmitContext& ctx,
[[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset,
[[maybe_unused]] std::string_view value) {
throw NotImplementedException("GLSL Instrucion");
}
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void EmitWriteStorage32(EmitContext& ctx, const IR::Value& binding, const IR::Value& offset,
std::string_view value) {
const auto offset_var{ctx.reg_alloc.Consume(offset)};
ctx.Add("ssbo{}[{}]={};", binding.U32(), offset_var, value);
}
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void EmitWriteStorage64(EmitContext& ctx, const IR::Value& binding, const IR::Value& offset,
std::string_view value) {
const auto offset_var{ctx.reg_alloc.Consume(offset)};
ctx.Add("ssbo{}[{}]={}.x;", binding.U32(), offset_var, value);
ctx.Add("ssbo{}[{}+1]={}.y;", binding.U32(), offset_var, value);
}
void EmitWriteStorage128([[maybe_unused]] EmitContext& ctx,
[[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset,
[[maybe_unused]] std::string_view value) {
throw NotImplementedException("GLSL Instrucion");
}
} // namespace Shader::Backend::GLSL