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-rw-r--r--src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp16
1 files changed, 12 insertions, 4 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp
index 67d308c49..2286177a7 100644
--- a/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp
+++ b/src/shader_recompiler/backend/glsl/emit_glsl_context_get_set.cpp
@@ -20,22 +20,26 @@ char OffsetSwizzle(u32 offset) {
}
} // namespace
-void EmitGetCbufU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
+void EmitGetCbufU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
+ [[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,
+void EmitGetCbufS8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
+ [[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,
+void EmitGetCbufU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
+ [[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,
+void EmitGetCbufS16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
+ [[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL");
}
@@ -151,4 +155,8 @@ void EmitSetFragColor(EmitContext& ctx, u32 index, u32 component, std::string_vi
ctx.Add("frag_color{}.{}={};", index, swizzle, value);
}
+void EmitLocalInvocationId(EmitContext& ctx, IR::Inst& inst) {
+ ctx.AddU32x3("{}=gl_LocalInvocationID;", inst);
+}
+
} // namespace Shader::Backend::GLSL