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glsl: More FP instructions/fixes
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5e9095ef22
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@ -33,12 +33,12 @@ void EmitFPAdd16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& i
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void EmitFPAdd32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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[[maybe_unused]] std::string_view a, [[maybe_unused]] std::string_view b) {
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ctx.AddF32("{}={}+{};", inst, a, b);
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ctx.AddF32("{}=float({})+float({});", inst, a, b);
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}
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void EmitFPAdd64([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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[[maybe_unused]] std::string_view a, [[maybe_unused]] std::string_view b) {
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ctx.AddF64("{}={}+{};", inst, a, b);
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ctx.AddF64("{}=double({})+double({});", inst, a, b);
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}
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void EmitFPFma16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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@ -180,14 +180,14 @@ void EmitFPClamp32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst&
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[[maybe_unused]] std::string_view value,
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[[maybe_unused]] std::string_view min_value,
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[[maybe_unused]] std::string_view max_value) {
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ctx.AddF32("{}=clamp({},{},{});", inst, value, min_value, max_value);
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ctx.AddF32("{}=clamp({},float({}),float({}));", inst, value, min_value, max_value);
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}
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void EmitFPClamp64([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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[[maybe_unused]] std::string_view value,
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[[maybe_unused]] std::string_view min_value,
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[[maybe_unused]] std::string_view max_value) {
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ctx.AddF64("{}=clamp({},{},{});", inst, value, min_value, max_value);
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ctx.AddF64("{}=clamp({},double({}),double({}));", inst, value, min_value, max_value);
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}
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void EmitFPRoundEven16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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@ -259,7 +259,7 @@ void EmitFPOrdEqual16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::In
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void EmitFPOrdEqual32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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[[maybe_unused]] std::string_view lhs,
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[[maybe_unused]] std::string_view rhs) {
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throw NotImplementedException("GLSL");
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ctx.AddU1("{}={}=={};", inst, lhs, rhs);
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}
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void EmitFPOrdEqual64([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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@ -525,10 +525,10 @@ void EmitGlobalAtomicMinF16x2(EmitContext& ctx);
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void EmitGlobalAtomicMinF32x2(EmitContext& ctx);
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void EmitGlobalAtomicMaxF16x2(EmitContext& ctx);
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void EmitGlobalAtomicMaxF32x2(EmitContext& ctx);
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void EmitLogicalOr(EmitContext& ctx, std::string_view a, std::string_view b);
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void EmitLogicalAnd(EmitContext& ctx, std::string_view a, std::string_view b);
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void EmitLogicalXor(EmitContext& ctx, std::string_view a, std::string_view b);
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void EmitLogicalNot(EmitContext& ctx, std::string_view value);
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void EmitLogicalOr(EmitContext& ctx, IR::Inst& inst, std::string_view a, std::string_view b);
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void EmitLogicalAnd(EmitContext& ctx, IR::Inst& inst, std::string_view a, std::string_view b);
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void EmitLogicalXor(EmitContext& ctx, IR::Inst& inst, std::string_view a, std::string_view b);
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void EmitLogicalNot(EmitContext& ctx, IR::Inst& inst, std::string_view value);
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void EmitConvertS16F16(EmitContext& ctx, IR::Inst& inst, std::string_view value);
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void EmitConvertS16F32(EmitContext& ctx, IR::Inst& inst, std::string_view value);
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void EmitConvertS16F64(EmitContext& ctx, IR::Inst& inst, std::string_view value);
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@ -0,0 +1,29 @@
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/profile.h"
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namespace Shader::Backend::GLSL {
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void EmitLogicalOr(EmitContext& ctx, IR::Inst& inst, std::string_view a, std::string_view b) {
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ctx.AddU1("{}={}||{};", inst, a, b);
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}
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void EmitLogicalAnd(EmitContext& ctx, IR::Inst& inst, std::string_view a, std::string_view b) {
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ctx.AddU1("{}={}&&{};", inst, a, b);
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}
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void EmitLogicalXor(EmitContext& ctx, IR::Inst& inst, std::string_view a, std::string_view b) {
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ctx.AddU1("{}={}^^{};", inst, a, b);
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}
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void EmitLogicalNot(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
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ctx.AddU1("{}=!{};", inst, value);
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}
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} // namespace Shader::Backend::GLSL
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@ -690,22 +690,6 @@ void EmitGlobalAtomicMaxF32x2(EmitContext& ctx) {
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NotImplemented();
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}
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void EmitLogicalOr(EmitContext& ctx, std::string_view a, std::string_view b) {
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NotImplemented();
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}
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void EmitLogicalAnd(EmitContext& ctx, std::string_view a, std::string_view b) {
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NotImplemented();
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}
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void EmitLogicalXor(EmitContext& ctx, std::string_view a, std::string_view b) {
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NotImplemented();
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}
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void EmitLogicalNot(EmitContext& ctx, std::string_view value) {
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NotImplemented();
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}
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void EmitBindlessImageSampleImplicitLod(EmitContext&) {
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NotImplemented();
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}
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@ -30,11 +30,11 @@ std::string MakeImm(const IR::Value& value) {
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case IR::Type::U1:
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return fmt::format("{}", value.U1() ? "true" : "false");
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case IR::Type::U32:
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return fmt::format("{}", value.U32());
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return fmt::format("{}u", value.U32());
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case IR::Type::F32:
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return fmt::format("{}", value.F32());
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return fmt::format("{}f", value.F32());
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case IR::Type::U64:
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return fmt::format("{}", value.U64());
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return fmt::format("{}ul", value.U64());
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case IR::Type::F64:
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return fmt::format("{}", value.F64());
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default:
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