glsl: Add many FP32/64 instructions

This commit is contained in:
ameerj
2021-05-22 01:52:03 -04:00
parent 53667ddd4e
commit 5e9095ef22
12 changed files with 1011 additions and 765 deletions

View File

@ -30,6 +30,30 @@ void EmitConditionRef(EmitContext& ctx, IR::Inst& inst, const IR::Value& value)
ctx.AddU1("{}={};", inst, ctx.reg_alloc.Consume(value));
}
void EmitBitCastU16F16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst) {
throw NotImplementedException("GLSL Instruction");
}
void EmitBitCastU32F32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
ctx.AddU32("{}=floatBitsToUint({});", inst, value);
}
void EmitBitCastU64F64(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
ctx.AddU64("{}=doubleBitsToUint64({});", inst, value);
}
void EmitBitCastF16U16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst) {
throw NotImplementedException("GLSL Instruction");
}
void EmitBitCastF32U32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
ctx.AddF32("{}=uintBitsToFloat({});", inst, value);
}
void EmitBitCastF64U64(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
ctx.AddF64("{}=uint64BitsToDouble({});", inst, value);
}
void EmitPackUint2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
ctx.AddU64("{}=packUint2x32({});", inst, value);
}
@ -38,4 +62,29 @@ void EmitUnpackUint2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value
ctx.AddU32x2("{}=unpackUint2x32({});", inst, value);
}
void EmitPackFloat2x16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] std::string_view value) {
throw NotImplementedException("GLSL Instruction");
}
void EmitUnpackFloat2x16([[maybe_unused]] EmitContext& ctx,
[[maybe_unused]] std::string_view value) {
throw NotImplementedException("GLSL Instruction");
}
void EmitPackHalf2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
ctx.AddU32("{}=packHalf2x16({});", inst, value);
}
void EmitUnpackHalf2x16(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
ctx.AddF32x2("{}=unpackHalf2x16({});", inst, value);
}
void EmitPackDouble2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
ctx.AddF64("{}=packDouble2x32({});", inst, value);
}
void EmitUnpackDouble2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) {
ctx.AddU32x2("{}=unpackDouble2x32({});", inst, value);
}
} // namespace Shader::Backend::GLSL