// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #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 { static constexpr std::string_view SWIZZLE{"xyzw"}; 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(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, const IR::Value& offset) { const auto u32_offset{offset.U32()}; const auto index{(u32_offset / 4) % 4}; ctx.AddU32("{}=floatBitsToUint(cbuf{}[{}].{});", inst, binding.U32(), u32_offset / 16, SWIZZLE[index]); } void EmitGetCbufF32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, const IR::Value& offset) { const auto u32_offset{offset.U32()}; const auto index{(u32_offset / 4) % 4}; ctx.AddF32("{}=cbuf{}[{}].{};", inst, binding.U32(), u32_offset / 16, SWIZZLE[index]); } 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