56 lines
2.2 KiB
C++
56 lines
2.2 KiB
C++
// 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_glsl_instructions.h"
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#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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void EmitSelectU1(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
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std::string_view true_value, std::string_view false_value) {
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ctx.AddU1("{}={}?{}:{};", inst, cond, true_value, false_value);
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}
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void EmitSelectU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,
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[[maybe_unused]] std::string_view true_value,
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[[maybe_unused]] std::string_view false_value) {
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NotImplemented();
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}
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void EmitSelectU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,
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[[maybe_unused]] std::string_view true_value,
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[[maybe_unused]] std::string_view false_value) {
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NotImplemented();
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}
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void EmitSelectU32(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
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std::string_view true_value, std::string_view false_value) {
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ctx.AddU32("{}={}?{}:{};", inst, cond, true_value, false_value);
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}
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void EmitSelectU64(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
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std::string_view true_value, std::string_view false_value) {
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ctx.AddU64("{}={}?{}:{};", inst, cond, true_value, false_value);
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}
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void EmitSelectF16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view cond,
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[[maybe_unused]] std::string_view true_value,
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[[maybe_unused]] std::string_view false_value) {
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NotImplemented();
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}
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void EmitSelectF32(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
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std::string_view true_value, std::string_view false_value) {
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ctx.AddF32("{}={}?{}:{};", inst, cond, true_value, false_value);
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}
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void EmitSelectF64(EmitContext& ctx, IR::Inst& inst, std::string_view cond,
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std::string_view true_value, std::string_view false_value) {
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ctx.AddF64("{}={}?{}:{};", inst, cond, true_value, false_value);
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}
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} // namespace Shader::Backend::GLSL
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