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author | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-05-27 20:31:03 -0400 |
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committer | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-07-22 21:51:36 -0400 |
commit | a752ec88d06c6bcfb13605447a164c6b6915ed6e (patch) | |
tree | 5e0bb8f30120199ed4955d402ff0b554db257e2c /src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp | |
parent | ed14d31f663e126a8f9fe0ea8abff8e27c46248b (diff) |
glsl: Implement derivatives and YDirection
plus some other misc additions/changed
Diffstat (limited to 'src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp')
-rw-r--r-- | src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp | 35 |
1 files changed, 35 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp index e69de29bb2..1876778785 100644 --- a/src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp +++ b/src/shader_recompiler/backend/glsl/emit_glsl_warp.cpp @@ -0,0 +1,35 @@ +// 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/modifiers.h" +#include "shader_recompiler/frontend/ir/value.h" +#include "shader_recompiler/profile.h" + +namespace Shader::Backend::GLSL { +void EmitFSwizzleAdd([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst, + [[maybe_unused]] std::string_view op_a, [[maybe_unused]] std::string_view op_b, + [[maybe_unused]] std::string_view swizzle) { + throw NotImplementedException("GLSL Instruction"); +} + +void EmitDPdxFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { + ctx.AddF32("{}=dFdxFine({});", inst, op_a); +} + +void EmitDPdyFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { + ctx.AddF32("{}=dFdyFine({});", inst, op_a); +} + +void EmitDPdxCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { + ctx.AddF32("{}=dFdxCoarse({});", inst, op_a); +} + +void EmitDPdyCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) { + ctx.AddF32("{}=dFdyCoarse({});", inst, op_a); +} +} // namespace Shader::Backend::GLSL |