shader: Add resolution down factor opcode
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@ -72,6 +72,7 @@ void EmitInvocationId(EmitContext& ctx, IR::Inst& inst);
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void EmitSampleId(EmitContext& ctx, IR::Inst& inst);
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void EmitIsHelperInvocation(EmitContext& ctx, IR::Inst& inst);
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void EmitYDirection(EmitContext& ctx, IR::Inst& inst);
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void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst);
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void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, ScalarU32 word_offset);
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void EmitWriteLocal(EmitContext& ctx, ScalarU32 word_offset, ScalarU32 value);
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void EmitUndefU1(EmitContext& ctx, IR::Inst& inst);
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@ -210,6 +210,11 @@ void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.F {}.x,y_direction[0].w;", inst);
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}
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void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
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UNIMPLEMENTED();
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ctx.Add("MOV.F {}.x,1;", inst);
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}
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void EmitUndefU1(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {}.x,0;", inst);
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}
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@ -445,6 +445,11 @@ void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
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ctx.AddF32("{}=gl_FrontMaterial.ambient.a;", inst);
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}
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void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
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UNIMPLEMENTED();
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ctx.AddF32("{}=1.0f;", inst);
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}
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void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, std::string_view word_offset) {
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ctx.AddU32("{}=lmem[{}];", inst, word_offset);
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}
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@ -85,6 +85,7 @@ void EmitInvocationId(EmitContext& ctx, IR::Inst& inst);
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void EmitSampleId(EmitContext& ctx, IR::Inst& inst);
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void EmitIsHelperInvocation(EmitContext& ctx, IR::Inst& inst);
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void EmitYDirection(EmitContext& ctx, IR::Inst& inst);
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void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst);
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void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, std::string_view word_offset);
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void EmitWriteLocal(EmitContext& ctx, std::string_view word_offset, std::string_view value);
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void EmitUndefU1(EmitContext& ctx, IR::Inst& inst);
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@ -526,6 +526,11 @@ Id EmitYDirection(EmitContext& ctx) {
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return ctx.Const(ctx.runtime_info.y_negate ? -1.0f : 1.0f);
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}
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Id EmitResolutionDownFactor(EmitContext& ctx) {
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UNIMPLEMENTED();
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return ctx.Const(1.0f);
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}
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Id EmitLoadLocal(EmitContext& ctx, Id word_offset) {
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const Id pointer{ctx.OpAccessChain(ctx.private_u32, ctx.local_memory, word_offset)};
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return ctx.OpLoad(ctx.U32[1], pointer);
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@ -75,6 +75,7 @@ Id EmitInvocationId(EmitContext& ctx);
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Id EmitSampleId(EmitContext& ctx);
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Id EmitIsHelperInvocation(EmitContext& ctx);
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Id EmitYDirection(EmitContext& ctx);
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Id EmitResolutionDownFactor(EmitContext& ctx);
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Id EmitLoadLocal(EmitContext& ctx, Id word_offset);
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void EmitWriteLocal(EmitContext& ctx, Id word_offset, Id value);
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Id EmitUndefU1(EmitContext& ctx);
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@ -375,6 +375,10 @@ F32 IREmitter::YDirection() {
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return Inst<F32>(Opcode::YDirection);
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}
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F32 IREmitter::ResolutionDownFactor() {
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return Inst<F32>(Opcode::ResolutionDownFactor);
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}
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U32 IREmitter::LaneId() {
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return Inst<U32>(Opcode::LaneId);
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}
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@ -102,6 +102,8 @@ public:
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[[nodiscard]] U1 IsHelperInvocation();
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[[nodiscard]] F32 YDirection();
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[[nodiscard]] F32 ResolutionDownFactor();
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[[nodiscard]] U32 LaneId();
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[[nodiscard]] U32 LoadGlobalU8(const U64& address);
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@ -62,6 +62,7 @@ OPCODE(InvocationId, U32,
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OPCODE(SampleId, U32, )
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OPCODE(IsHelperInvocation, U1, )
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OPCODE(YDirection, F32, )
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OPCODE(ResolutionDownFactor, F32, )
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// Undefined
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OPCODE(UndefU1, U1, )
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