diff options
Diffstat (limited to 'src/shader_recompiler/backend/glsl/emit_glsl_instructions.h')
-rw-r--r-- | src/shader_recompiler/backend/glsl/emit_glsl_instructions.h | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_instructions.h b/src/shader_recompiler/backend/glsl/emit_glsl_instructions.h index 295b7a8c43..f08ed0ece7 100644 --- a/src/shader_recompiler/backend/glsl/emit_glsl_instructions.h +++ b/src/shader_recompiler/backend/glsl/emit_glsl_instructions.h @@ -87,7 +87,7 @@ void EmitLocalInvocationId(EmitContext& ctx); void EmitInvocationId(EmitContext& ctx); void EmitSampleId(EmitContext& ctx); void EmitIsHelperInvocation(EmitContext& ctx); -void EmitYDirection(EmitContext& ctx); +void EmitYDirection(EmitContext& ctx, IR::Inst& inst); void EmitLoadLocal(EmitContext& ctx, std::string_view word_offset); void EmitWriteLocal(EmitContext& ctx, std::string_view word_offset, std::string_view value); void EmitUndefU1(EmitContext& ctx, IR::Inst& inst); @@ -692,11 +692,11 @@ void EmitShuffleDown(EmitContext& ctx, IR::Inst& inst, std::string_view value, void EmitShuffleButterfly(EmitContext& ctx, IR::Inst& inst, std::string_view value, std::string_view index, std::string_view clamp, std::string_view segmentation_mask); -void EmitFSwizzleAdd(EmitContext& ctx, std::string_view op_a, std::string_view op_b, +void EmitFSwizzleAdd(EmitContext& ctx, IR::Inst& inst, std::string_view op_a, std::string_view op_b, std::string_view swizzle); -void EmitDPdxFine(EmitContext& ctx, std::string_view op_a); -void EmitDPdyFine(EmitContext& ctx, std::string_view op_a); -void EmitDPdxCoarse(EmitContext& ctx, std::string_view op_a); -void EmitDPdyCoarse(EmitContext& ctx, std::string_view op_a); +void EmitDPdxFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a); +void EmitDPdyFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a); +void EmitDPdxCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a); +void EmitDPdyCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a); } // namespace Shader::Backend::GLSL |