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glsl: Fix "reg" allocing
based on glasm with some tweaks
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@ -0,0 +1,99 @@
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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 EmitLoadStorageU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitLoadStorageS8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitLoadStorageU16([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitLoadStorageS16([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitLoadStorage32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitLoadStorage64([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitLoadStorage128([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitWriteStorageU8([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitWriteStorageS8([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitWriteStorageU16([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitWriteStorageS16([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitWriteStorage32([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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ctx.Add("buff{}[{}]={};", binding.U32(), offset.U32(), value);
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}
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void EmitWriteStorage64([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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void EmitWriteStorage128([[maybe_unused]] EmitContext& ctx,
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[[maybe_unused]] const IR::Value& binding,
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[[maybe_unused]] const IR::Value& offset,
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[[maybe_unused]] std::string value) {
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throw NotImplementedException("GLSL Instrucion");
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}
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} // namespace Shader::Backend::GLSL
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