// 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/frontend/ir/value.h" namespace Shader::Backend::GLSL { void EmitFSwizzleAdd([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst, [[maybe_unused]] std::string_view op_a, [[maybe_unused]] std::string_view op_b, [[maybe_unused]] std::string_view swizzle) { throw NotImplementedException("GLSL Instruction"); } void EmitDPdxFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { ctx.AddF32("{}=dFdxFine({});", inst, op_a); } void EmitDPdyFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { ctx.AddF32("{}=dFdyFine({});", inst, op_a); } void EmitDPdxCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { ctx.AddF32("{}=dFdxCoarse({});", inst, op_a); } void EmitDPdyCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { ctx.AddF32("{}=dFdyCoarse({});", inst, op_a); } } // namespace Shader::Backend::GLSL