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authorameerj <52414509+ameerj@users.noreply.github.com>2021-05-20 03:58:32 +0200
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-23 03:51:35 +0200
commiteaff1030de07f3739794207403ea833ee91c0034 (patch)
treec2e6650ba13f55854b5cba9a79d9afc01528eb96 /src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp
parentspirv: Reduce log severity of mismatching denorm rules (diff)
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Diffstat (limited to 'src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp')
-rw-r--r--src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp48
1 files changed, 48 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp
new file mode 100644
index 000000000..7b2ed358e
--- /dev/null
+++ b/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp
@@ -0,0 +1,48 @@
+// 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"
+#include "shader_recompiler/profile.h"
+
+namespace Shader::Backend::GLSL {
+void EmitGetCbufU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
+ [[maybe_unused]] const IR::Value& offset) {
+ throw NotImplementedException("GLSL");
+}
+
+void EmitGetCbufS8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
+ [[maybe_unused]] const IR::Value& offset) {
+ throw NotImplementedException("GLSL");
+}
+
+void EmitGetCbufU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
+ [[maybe_unused]] const IR::Value& offset) {
+ throw NotImplementedException("GLSL");
+}
+
+void EmitGetCbufS16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
+ [[maybe_unused]] const IR::Value& offset) {
+ throw NotImplementedException("GLSL");
+}
+
+void EmitGetCbufU32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
+ [[maybe_unused]] const IR::Value& offset) {
+ const auto var{ctx.AllocVar()};
+ ctx.Add("uint {} = c{}[{}];", var, binding.U32(), offset.U32());
+}
+
+void EmitGetCbufF32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
+ [[maybe_unused]] const IR::Value& offset) {
+ throw NotImplementedException("GLSL");
+}
+
+void EmitGetCbufU32x2([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
+ [[maybe_unused]] const IR::Value& offset) {
+ throw NotImplementedException("GLSL");
+}
+} // namespace Shader::Backend::GLSL