// 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/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/profile.h" namespace Shader::Backend::GLSL { void EmitLoadStorageU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset) { throw NotImplementedException("GLSL Instrucion"); } void EmitLoadStorageS8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset) { throw NotImplementedException("GLSL Instrucion"); } void EmitLoadStorageU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset) { throw NotImplementedException("GLSL Instrucion"); } void EmitLoadStorageS16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset) { throw NotImplementedException("GLSL Instrucion"); } void EmitLoadStorage32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, const IR::Value& offset) { ctx.AddU32("{}=ssbo{}_u32[{}];", inst, binding.U32(), offset.U32()); } void EmitLoadStorage64([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset) { throw NotImplementedException("GLSL Instrucion"); } void EmitLoadStorage128([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset) { throw NotImplementedException("GLSL Instrucion"); } void EmitWriteStorageU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset, [[maybe_unused]] std::string_view value) { throw NotImplementedException("GLSL Instrucion"); } void EmitWriteStorageS8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset, [[maybe_unused]] std::string_view value) { throw NotImplementedException("GLSL Instrucion"); } void EmitWriteStorageU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset, [[maybe_unused]] std::string_view value) { throw NotImplementedException("GLSL Instrucion"); } void EmitWriteStorageS16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset, [[maybe_unused]] std::string_view value) { throw NotImplementedException("GLSL Instrucion"); } void EmitWriteStorage32(EmitContext& ctx, const IR::Value& binding, const IR::Value& offset, std::string_view value) { ctx.Add("ssbo{}_u32[{}]={};", binding.U32(), offset.U32(), value); } void EmitWriteStorage64(EmitContext& ctx, const IR::Value& binding, const IR::Value& offset, std::string_view value) { ctx.Add("ssbo{}_u32x2[{}]={};", binding.U32(), offset.U32(), value); } void EmitWriteStorage128([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, [[maybe_unused]] const IR::Value& offset, [[maybe_unused]] std::string_view value) { throw NotImplementedException("GLSL Instrucion"); } } // namespace Shader::Backend::GLSL