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authorameerj <52414509+ameerj@users.noreply.github.com>2021-05-28 02:31:03 +0200
committerameerj <52414509+ameerj@users.noreply.github.com>2021-07-23 03:51:36 +0200
commita752ec88d06c6bcfb13605447a164c6b6915ed6e (patch)
tree5e0bb8f30120199ed4955d402ff0b554db257e2c /src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp
parentglsl: Fix non-immediate buffer access (diff)
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Diffstat (limited to '')
-rw-r--r--src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp35
1 files changed, 35 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp
index e69de29bb..187677878 100644
--- a/src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp
+++ b/src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp
@@ -0,0 +1,35 @@
+// 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/modifiers.h"
+#include "shader_recompiler/frontend/ir/value.h"
+#include "shader_recompiler/profile.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