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glsl: More FP instructions/fixes
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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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