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suyu/src/shader_recompiler/backend/glsl/emit_glsl_select.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"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLSL {
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void EmitSelectU1(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
std::string_view true_value, std::string_view false_value) {
ctx.AddU1("{}={}?{}:{};", inst, cond, true_value, false_value);
}
void EmitSelectU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,
[[maybe_unused]] std::string_view true_value,
[[maybe_unused]] std::string_view false_value) {
NotImplemented();
}
void EmitSelectU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,
[[maybe_unused]] std::string_view true_value,
[[maybe_unused]] std::string_view false_value) {
NotImplemented();
}
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void EmitSelectU32(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
std::string_view true_value, std::string_view false_value) {
ctx.AddU32("{}={}?{}:{};", inst, cond, true_value, false_value);
}
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void EmitSelectU64(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
std::string_view true_value, std::string_view false_value) {
ctx.AddU64("{}={}?{}:{};", inst, cond, true_value, false_value);
}
void EmitSelectF16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,
[[maybe_unused]] std::string_view true_value,
[[maybe_unused]] std::string_view false_value) {
NotImplemented();
}
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void EmitSelectF32(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
std::string_view true_value, std::string_view false_value) {
ctx.AddF32("{}={}?{}:{};", inst, cond, true_value, false_value);
}
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void EmitSelectF64(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
std::string_view true_value, std::string_view false_value) {
ctx.AddF64("{}={}?{}:{};", inst, cond, true_value, false_value);
}
} // namespace Shader::Backend::GLSL