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glasm: Implement derivative instructions on GLASM

This commit is contained in:
ReinUsesLisp 2021-05-15 18:17:03 -03:00 committed by ameerj
parent 9fb2ea08e8
commit 464f13fe0b
2 changed files with 12 additions and 12 deletions
src/shader_recompiler/backend/glasm

View file

@ -611,9 +611,9 @@ void EmitShuffleDown(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU3
void EmitShuffleButterfly(EmitContext& ctx, IR::Inst& inst, ScalarU32 value, ScalarU32 index,
const IR::Value& clamp, const IR::Value& segmentation_mask);
void EmitFSwizzleAdd(EmitContext& ctx, ScalarF32 op_a, ScalarF32 op_b, ScalarU32 swizzle);
void EmitDPdxFine(EmitContext& ctx, ScalarF32 op_a);
void EmitDPdyFine(EmitContext& ctx, ScalarF32 op_a);
void EmitDPdxCoarse(EmitContext& ctx, ScalarF32 op_a);
void EmitDPdyCoarse(EmitContext& ctx, ScalarF32 op_a);
void EmitDPdxFine(EmitContext& ctx, IR::Inst& inst, ScalarF32 op_a);
void EmitDPdyFine(EmitContext& ctx, IR::Inst& inst, ScalarF32 op_a);
void EmitDPdxCoarse(EmitContext& ctx, IR::Inst& inst, ScalarF32 op_a);
void EmitDPdyCoarse(EmitContext& ctx, IR::Inst& inst, ScalarF32 op_a);
} // namespace Shader::Backend::GLASM

View file

@ -99,20 +99,20 @@ void EmitFSwizzleAdd(EmitContext&, ScalarF32, ScalarF32, ScalarU32) {
throw NotImplementedException("GLASM instruction");
}
void EmitDPdxFine(EmitContext&, ScalarF32) {
throw NotImplementedException("GLASM instruction");
void EmitDPdxFine(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) {
ctx.Add("DDX.FINE {}.x,{};", inst, p);
}
void EmitDPdyFine(EmitContext&, ScalarF32) {
throw NotImplementedException("GLASM instruction");
void EmitDPdyFine(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) {
ctx.Add("DDY.FINE {}.x,{};", inst, p);
}
void EmitDPdxCoarse(EmitContext&, ScalarF32) {
throw NotImplementedException("GLASM instruction");
void EmitDPdxCoarse(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) {
ctx.Add("DDX.COARSE {}.x,{};", inst, p);
}
void EmitDPdyCoarse(EmitContext&, ScalarF32) {
throw NotImplementedException("GLASM instruction");
void EmitDPdyCoarse(EmitContext& ctx, IR::Inst& inst, ScalarF32 p) {
ctx.Add("DDY.COARSE {}.x,{};", inst, p);
}
} // namespace Shader::Backend::GLASM