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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/glasm/emit_context.h"
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
#include "shader_recompiler/frontend/ir/value.h"
namespace Shader::Backend::GLASM {
void EmitSelectU1([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
[[maybe_unused]] ScalarS32 true_value, [[maybe_unused]] ScalarS32 false_value) {
throw NotImplementedException("GLASM instruction");
}
void EmitSelectU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
[[maybe_unused]] ScalarS32 true_value, [[maybe_unused]] ScalarS32 false_value) {
throw NotImplementedException("GLASM instruction");
}
void EmitSelectU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
[[maybe_unused]] ScalarS32 true_value, [[maybe_unused]] ScalarS32 false_value) {
throw NotImplementedException("GLASM instruction");
}
void EmitSelectU32(EmitContext& ctx, IR::Inst& inst, ScalarS32 cond, ScalarS32 true_value,
ScalarS32 false_value) {
ctx.Add("CMP.S {},{},{},{};", inst, cond, true_value, false_value);
}
void EmitSelectU64([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
[[maybe_unused]] Register true_value, [[maybe_unused]] Register false_value) {
throw NotImplementedException("GLASM instruction");
}
void EmitSelectF16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
[[maybe_unused]] Register true_value, [[maybe_unused]] Register false_value) {
throw NotImplementedException("GLASM instruction");
}
void EmitSelectF32(EmitContext& ctx, IR::Inst& inst, ScalarS32 cond, ScalarS32 true_value,
ScalarS32 false_value) {
ctx.Add("CMP.S {},{},{},{};", inst, cond, true_value, false_value);
}
void EmitSelectF64([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
[[maybe_unused]] Register true_value, [[maybe_unused]] Register false_value) {
throw NotImplementedException("GLASM instruction");
}
} // namespace Shader::Backend::GLASM
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