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Diffstat (limited to 'src/shader_recompiler/backend/glsl/emit_context.cpp')
-rw-r--r--src/shader_recompiler/backend/glsl/emit_context.cpp42
1 files changed, 21 insertions, 21 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_context.cpp b/src/shader_recompiler/backend/glsl/emit_context.cpp
index 3c610a08a..7986bf78f 100644
--- a/src/shader_recompiler/backend/glsl/emit_context.cpp
+++ b/src/shader_recompiler/backend/glsl/emit_context.cpp
@@ -59,27 +59,8 @@ void EmitContext::DefineStorageBuffers() {
}
u32 binding{};
for (const auto& desc : info.storage_buffers_descriptors) {
- if (info.uses_s32_atomics) {
- Add("layout(std430,binding={}) buffer ssbo_{}_s32{{int ssbo{}_s32[];}};", binding,
- binding, desc.cbuf_index, desc.count);
- }
- if (True(info.used_storage_buffer_types & IR::Type::U32)) {
- Add("layout(std430,binding={}) buffer ssbo_{}_u32{{uint ssbo{}_u32[];}};", binding,
- binding, desc.cbuf_index, desc.count);
- }
- if (True(info.used_storage_buffer_types & IR::Type::F32)) {
- Add("layout(std430,binding={}) buffer ssbo_{}_f32{{float ssbo{}_f32[];}};", binding,
- binding, desc.cbuf_index, desc.count);
- }
- if (True(info.used_storage_buffer_types & IR::Type::U32x2)) {
- Add("layout(std430,binding={}) buffer ssbo_{}_u32x2{{uvec2 ssbo{}_u32x2[];}};", binding,
- binding, desc.cbuf_index, desc.count);
- }
- if (True(info.used_storage_buffer_types & IR::Type::U64) ||
- True(info.used_storage_buffer_types & IR::Type::F64)) {
- Add("layout(std430,binding={}) buffer ssbo_{}_u64{{uint64_t ssbo{}_u64[];}};", binding,
- binding, desc.cbuf_index, desc.count);
- }
+ Add("layout(std430,binding={}) buffer ssbo_{}{{uint ssbo{}[];}};", binding, binding,
+ desc.cbuf_index, desc.count);
++binding;
}
}
@@ -92,6 +73,25 @@ void EmitContext::DefineHelperFunctions() {
code +=
"uint CasDecrement(uint op_a,uint op_b){return(op_a==0||op_a>op_b)?op_b:(op_a-1u);}\n";
}
+ if (info.uses_atomic_f32_add) {
+ code += "uint CasFloatAdd(uint op_a,uint op_b){return "
+ "floatBitsToUint(uintBitsToFloat(op_a)+uintBitsToFloat(op_b));}\n";
+ }
+ if (info.uses_atomic_f32x2_add) {
+ code += "uint CasFloatAdd32x2(uint op_a,uint op_b){return "
+ "packHalf2x16(unpackHalf2x16(op_a)+unpackHalf2x16(op_b));}\n";
+ }
+ if (info.uses_atomic_f32x2_min) {
+ code += "uint CasFloatMin32x2(uint op_a,uint op_b){return "
+ "packHalf2x16(min(unpackHalf2x16(op_a),unpackHalf2x16(op_b)));}\n";
+ }
+ if (info.uses_atomic_f32x2_max) {
+ code += "uint CasFloatMax32x2(uint op_a,uint op_b){return "
+ "packHalf2x16(max(unpackHalf2x16(op_a),unpackHalf2x16(op_b)));}\n";
+ }
+ // TODO: Track this usage
+ code += "uint CasMinS32(uint op_a,uint op_b){return uint(min(int(op_a),int(op_b)));}";
+ code += "uint CasMaxS32(uint op_a,uint op_b){return uint(max(int(op_a),int(op_b)));}";
}
} // namespace Shader::Backend::GLSL