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-rw-r--r--src/shader_recompiler/backend/glsl/emit_glsl_special.cpp61
1 files changed, 61 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
index e69de29bb..2155b8802 100644
--- a/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
+++ b/src/shader_recompiler/backend/glsl/emit_glsl_special.cpp
@@ -0,0 +1,61 @@
+// 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/value.h"
+
+namespace Shader::Backend::GLSL {
+
+void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
+ const size_t num_args{phi.NumArgs()};
+ for (size_t i = 0; i < num_args; ++i) {
+ ctx.var_alloc.Consume(phi.Arg(i));
+ }
+ if (!phi.Definition<Id>().is_valid) {
+ // The phi node wasn't forward defined
+ ctx.var_alloc.PhiDefine(phi, phi.Arg(0).Type());
+ }
+}
+
+void EmitVoid(EmitContext&) {}
+
+void EmitReference(EmitContext& ctx, const IR::Value& value) {
+ ctx.var_alloc.Consume(value);
+}
+
+void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
+ IR::Inst& phi{*phi_value.InstRecursive()};
+ const auto phi_type{phi.Arg(0).Type()};
+ if (!phi.Definition<Id>().is_valid) {
+ // The phi node wasn't forward defined
+ ctx.var_alloc.PhiDefine(phi, phi_type);
+ }
+ const auto phi_reg{ctx.var_alloc.Consume(IR::Value{&phi})};
+ const auto val_reg{ctx.var_alloc.Consume(value)};
+ if (phi_reg == val_reg) {
+ return;
+ }
+ ctx.Add("{}={};", phi_reg, val_reg);
+}
+
+void EmitPrologue(EmitContext&) {
+ // TODO
+}
+
+void EmitEpilogue(EmitContext&) {
+ // TODO
+}
+
+void EmitEmitVertex(EmitContext& ctx, const IR::Value& stream) {
+ ctx.Add("EmitStreamVertex(int({}));", ctx.var_alloc.Consume(stream));
+}
+
+void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
+ ctx.Add("EndStreamPrimitive(int({}));", ctx.var_alloc.Consume(stream));
+}
+
+} // namespace Shader::Backend::GLSL