glsl: Implement barriers
This commit is contained in:
		| @@ -1,4 +1,3 @@ | ||||
|  | ||||
| // Copyright 2021 yuzu Emulator Project | ||||
| // Licensed under GPLv2 or any later version | ||||
| // Refer to the license.txt file included. | ||||
|   | ||||
| @@ -0,0 +1,21 @@ | ||||
| // Copyright 2021 yuzu Emulator Project | ||||
| // Licensed under GPLv2 or any later version | ||||
| // Refer to the license.txt file included. | ||||
|  | ||||
| #include "shader_recompiler/backend/glsl/emit_context.h" | ||||
| #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" | ||||
| #include "shader_recompiler/frontend/ir/value.h" | ||||
|  | ||||
| namespace Shader::Backend::GLSL { | ||||
| void EmitBarrier(EmitContext& ctx) { | ||||
|     ctx.Add("barrier();"); | ||||
| } | ||||
|  | ||||
| void EmitWorkgroupMemoryBarrier(EmitContext& ctx) { | ||||
|     ctx.Add("groupMemoryBarrier();"); | ||||
| } | ||||
|  | ||||
| void EmitDeviceMemoryBarrier(EmitContext& ctx) { | ||||
|     ctx.Add("memoryBarrier();"); | ||||
| } | ||||
| } // namespace Shader::Backend::GLSL | ||||
|   | ||||
| @@ -80,18 +80,6 @@ void EmitDemoteToHelperInvocation(EmitContext& ctx, std::string_view continue_la | ||||
|     ctx.Add("discard;"); | ||||
| } | ||||
|  | ||||
| void EmitBarrier(EmitContext& ctx) { | ||||
|     NotImplemented(); | ||||
| } | ||||
|  | ||||
| void EmitWorkgroupMemoryBarrier(EmitContext& ctx) { | ||||
|     NotImplemented(); | ||||
| } | ||||
|  | ||||
| void EmitDeviceMemoryBarrier(EmitContext& ctx) { | ||||
|     NotImplemented(); | ||||
| } | ||||
|  | ||||
| void EmitPrologue(EmitContext& ctx) {} | ||||
|  | ||||
| void EmitEpilogue(EmitContext& ctx) {} | ||||
|   | ||||
		Reference in New Issue
	
	Block a user