// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include "shader_recompiler/backend/spirv/emit_spirv.h" namespace Shader::Backend::SPIRV { void EmitPrologue(EmitContext& ctx) { if (ctx.stage == Stage::VertexB) { const Id zero{ctx.Constant(ctx.F32[1], 0.0f)}; const Id one{ctx.Constant(ctx.F32[1], 1.0f)}; const Id default_vector{ctx.ConstantComposite(ctx.F32[4], zero, zero, zero, one)}; ctx.OpStore(ctx.output_position, default_vector); for (const Id generic_id : ctx.output_generics) { if (Sirit::ValidId(generic_id)) { ctx.OpStore(generic_id, default_vector); } } if (ctx.profile.fixed_state_point_size) { const float point_size{*ctx.profile.fixed_state_point_size}; ctx.OpStore(ctx.output_point_size, ctx.Constant(ctx.F32[1], point_size)); } } } void EmitEpilogue(EmitContext& ctx) { if (ctx.profile.convert_depth_mode) { const Id type{ctx.F32[1]}; const Id position{ctx.OpLoad(ctx.F32[4], ctx.output_position)}; const Id z{ctx.OpCompositeExtract(type, position, 2u)}; const Id w{ctx.OpCompositeExtract(type, position, 3u)}; const Id screen_depth{ctx.OpFMul(type, ctx.OpFAdd(type, z, w), ctx.Constant(type, 0.5f))}; const Id vector{ctx.OpCompositeInsert(ctx.F32[4], screen_depth, position, 2u)}; ctx.OpStore(ctx.output_position, vector); } } } // namespace Shader::Backend::SPIRV