Merge pull request #7522 from ameerj/shader-recompiler-filenames
shader_recompiler/backend: Minor organization and refactoring to reduce compile time overhead
This commit is contained in:
commit
edbde7a220
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@ -1,7 +1,5 @@
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add_library(shader_recompiler STATIC
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backend/bindings.h
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backend/glasm/emit_context.cpp
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backend/glasm/emit_context.h
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backend/glasm/emit_glasm.cpp
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backend/glasm/emit_glasm.h
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backend/glasm/emit_glasm_barriers.cpp
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@ -22,10 +20,10 @@ add_library(shader_recompiler STATIC
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backend/glasm/emit_glasm_special.cpp
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backend/glasm/emit_glasm_undefined.cpp
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backend/glasm/emit_glasm_warp.cpp
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backend/glasm/glasm_emit_context.cpp
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backend/glasm/glasm_emit_context.h
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backend/glasm/reg_alloc.cpp
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backend/glasm/reg_alloc.h
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backend/glsl/emit_context.cpp
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backend/glsl/emit_context.h
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backend/glsl/emit_glsl.cpp
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backend/glsl/emit_glsl.h
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backend/glsl/emit_glsl_atomic.cpp
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@ -47,10 +45,10 @@ add_library(shader_recompiler STATIC
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backend/glsl/emit_glsl_special.cpp
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backend/glsl/emit_glsl_undefined.cpp
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backend/glsl/emit_glsl_warp.cpp
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backend/glsl/glsl_emit_context.cpp
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backend/glsl/glsl_emit_context.h
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backend/glsl/var_alloc.cpp
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backend/glsl/var_alloc.h
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backend/spirv/emit_context.cpp
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backend/spirv/emit_context.h
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backend/spirv/emit_spirv.cpp
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backend/spirv/emit_spirv.h
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backend/spirv/emit_spirv_atomic.cpp
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@ -72,6 +70,8 @@ add_library(shader_recompiler STATIC
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backend/spirv/emit_spirv_special.cpp
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backend/spirv/emit_spirv_undefined.cpp
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backend/spirv/emit_spirv_warp.cpp
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backend/spirv/spirv_emit_context.cpp
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backend/spirv/spirv_emit_context.h
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environment.h
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exception.h
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frontend/ir/abstract_syntax_list.h
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@ -9,9 +9,9 @@
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#include "common/div_ceil.h"
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#include "common/settings.h"
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#include "shader_recompiler/backend/bindings.h"
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/profile.h"
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@ -0,0 +1,22 @@
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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 "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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namespace Shader::Backend::GLASM {
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void EmitBarrier(EmitContext& ctx) {
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ctx.Add("BAR;");
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}
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void EmitWorkgroupMemoryBarrier(EmitContext& ctx) {
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ctx.Add("MEMBAR.CTA;");
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}
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void EmitDeviceMemoryBarrier(EmitContext& ctx) {
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ctx.Add("MEMBAR;");
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}
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} // namespace Shader::Backend::GLASM
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@ -2,8 +2,8 @@
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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 "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLASM {
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@ -2,8 +2,8 @@
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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 "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLASM {
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@ -4,8 +4,8 @@
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#include <string_view>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.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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#include "shader_recompiler/shader_info.h"
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@ -335,6 +335,35 @@ void EmitSetFragDepth(EmitContext& ctx, ScalarF32 value) {
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ctx.Add("MOV.F result.depth.z,{};", value);
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}
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void EmitWorkgroupId(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {},invocation.groupid;", inst);
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}
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void EmitLocalInvocationId(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {},invocation.localid;", inst);
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}
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void EmitInvocationId(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {}.x,primitive_invocation.x;", inst);
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}
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void EmitSampleId(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {}.x,fragment.sampleid.x;", inst);
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}
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void EmitIsHelperInvocation(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {}.x,fragment.helperthread.x;", inst);
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}
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void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
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ctx.uses_y_direction = true;
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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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ctx.Add("MOV.F {}.x,scaling[0].z;", inst);
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}
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void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, ScalarU32 word_offset) {
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ctx.Add("MOV.U {},lmem[{}].x;", inst, word_offset);
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}
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@ -0,0 +1,18 @@
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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 "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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namespace Shader::Backend::GLASM {
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void EmitJoin(EmitContext&) {
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throw NotImplementedException("Join shouldn't be emitted");
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}
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void EmitDemoteToHelperInvocation(EmitContext& ctx) {
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ctx.Add("KIL TR.x;");
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}
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} // namespace Shader::Backend::GLASM
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@ -4,8 +4,8 @@
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#include <string_view>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/modifiers.h"
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#include "shader_recompiler/frontend/ir/value.h"
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@ -4,8 +4,8 @@
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#include <string_view>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/modifiers.h"
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#include "shader_recompiler/frontend/ir/value.h"
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@ -4,8 +4,8 @@
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#include <utility>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/modifiers.h"
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#include "shader_recompiler/frontend/ir/value.h"
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@ -2,8 +2,8 @@
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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 "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLASM {
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@ -0,0 +1,26 @@
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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 "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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namespace Shader::Backend::GLASM {
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void EmitLogicalOr(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
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ctx.Add("OR.S {},{},{};", inst, a, b);
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}
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void EmitLogicalAnd(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
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ctx.Add("AND.S {},{},{};", inst, a, b);
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}
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void EmitLogicalXor(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
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ctx.Add("XOR.S {},{},{};", inst, a, b);
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}
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void EmitLogicalNot(EmitContext& ctx, IR::Inst& inst, ScalarS32 value) {
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ctx.Add("SEQ.S {},{},0;", inst, value);
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}
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} // namespace Shader::Backend::GLASM
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@ -4,8 +4,8 @@
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#include <string_view>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/runtime_info.h"
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@ -4,8 +4,8 @@
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#include <string_view>
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#include "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
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#include "shader_recompiler/frontend/ir/program.h"
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#include "shader_recompiler/frontend/ir/value.h"
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@ -17,110 +17,6 @@ namespace Shader::Backend::GLASM {
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#define NotImplemented() throw NotImplementedException("GLASM instruction {}", __LINE__)
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static void DefinePhi(EmitContext& ctx, IR::Inst& phi) {
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switch (phi.Type()) {
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case IR::Type::U1:
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case IR::Type::U32:
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case IR::Type::F32:
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ctx.reg_alloc.Define(phi);
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break;
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case IR::Type::U64:
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case IR::Type::F64:
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ctx.reg_alloc.LongDefine(phi);
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break;
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default:
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throw NotImplementedException("Phi node type {}", phi.Type());
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}
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}
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void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
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const size_t num_args{phi.NumArgs()};
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for (size_t i = 0; i < num_args; ++i) {
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ctx.reg_alloc.Consume(phi.Arg(i));
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}
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if (!phi.Definition<Id>().is_valid) {
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// The phi node wasn't forward defined
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DefinePhi(ctx, phi);
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}
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}
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void EmitVoid(EmitContext&) {}
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void EmitReference(EmitContext& ctx, const IR::Value& value) {
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ctx.reg_alloc.Consume(value);
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}
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void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
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IR::Inst& phi{RegAlloc::AliasInst(*phi_value.Inst())};
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if (!phi.Definition<Id>().is_valid) {
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// The phi node wasn't forward defined
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DefinePhi(ctx, phi);
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}
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const Register phi_reg{ctx.reg_alloc.Consume(IR::Value{&phi})};
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const Value eval_value{ctx.reg_alloc.Consume(value)};
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if (phi_reg == eval_value) {
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return;
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}
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switch (phi.Flags<IR::Type>()) {
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case IR::Type::U1:
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case IR::Type::U32:
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case IR::Type::F32:
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ctx.Add("MOV.S {}.x,{};", phi_reg, ScalarS32{eval_value});
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break;
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case IR::Type::U64:
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case IR::Type::F64:
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ctx.Add("MOV.U64 {}.x,{};", phi_reg, ScalarRegister{eval_value});
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break;
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default:
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throw NotImplementedException("Phi node type {}", phi.Type());
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}
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}
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void EmitJoin(EmitContext& ctx) {
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NotImplemented();
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}
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void EmitDemoteToHelperInvocation(EmitContext& ctx) {
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ctx.Add("KIL TR.x;");
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}
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void EmitBarrier(EmitContext& ctx) {
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ctx.Add("BAR;");
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}
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void EmitWorkgroupMemoryBarrier(EmitContext& ctx) {
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ctx.Add("MEMBAR.CTA;");
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}
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void EmitDeviceMemoryBarrier(EmitContext& ctx) {
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ctx.Add("MEMBAR;");
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}
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void EmitPrologue(EmitContext& ctx) {
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// TODO
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}
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void EmitEpilogue(EmitContext& ctx) {
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// TODO
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}
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void EmitEmitVertex(EmitContext& ctx, ScalarS32 stream) {
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if (stream.type == Type::U32 && stream.imm_u32 == 0) {
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ctx.Add("EMIT;");
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} else {
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ctx.Add("EMITS {};", stream);
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}
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}
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void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
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if (!stream.IsImmediate()) {
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LOG_WARNING(Shader_GLASM, "Stream is not immediate");
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}
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ctx.reg_alloc.Consume(stream);
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ctx.Add("ENDPRIM;");
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}
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void EmitGetRegister(EmitContext& ctx) {
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NotImplemented();
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}
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|
@ -185,55 +81,6 @@ void EmitSetOFlag(EmitContext& ctx) {
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NotImplemented();
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}
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void EmitWorkgroupId(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {},invocation.groupid;", inst);
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}
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void EmitLocalInvocationId(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {},invocation.localid;", inst);
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}
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void EmitInvocationId(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {}.x,primitive_invocation.x;", inst);
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}
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void EmitSampleId(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {}.x,fragment.sampleid.x;", inst);
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}
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void EmitIsHelperInvocation(EmitContext& ctx, IR::Inst& inst) {
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ctx.Add("MOV.S {}.x,fragment.helperthread.x;", inst);
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}
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void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
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ctx.uses_y_direction = true;
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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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ctx.Add("MOV.F {}.x,scaling[0].z;", 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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void EmitUndefU8(EmitContext& ctx, IR::Inst& inst) {
|
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ctx.Add("MOV.S {}.x,0;", inst);
|
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}
|
||||
|
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void EmitUndefU16(EmitContext& ctx, IR::Inst& inst) {
|
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ctx.Add("MOV.S {}.x,0;", inst);
|
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}
|
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|
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void EmitUndefU32(EmitContext& ctx, IR::Inst& inst) {
|
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ctx.Add("MOV.S {}.x,0;", inst);
|
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}
|
||||
|
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void EmitUndefU64(EmitContext& ctx, IR::Inst& inst) {
|
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ctx.LongAdd("MOV.S64 {}.x,0;", inst);
|
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}
|
||||
|
||||
void EmitGetZeroFromOp(EmitContext& ctx) {
|
||||
NotImplemented();
|
||||
}
|
||||
|
@ -258,20 +105,4 @@ void EmitGetInBoundsFromOp(EmitContext& ctx) {
|
|||
NotImplemented();
|
||||
}
|
||||
|
||||
void EmitLogicalOr(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
|
||||
ctx.Add("OR.S {},{},{};", inst, a, b);
|
||||
}
|
||||
|
||||
void EmitLogicalAnd(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
|
||||
ctx.Add("AND.S {},{},{};", inst, a, b);
|
||||
}
|
||||
|
||||
void EmitLogicalXor(EmitContext& ctx, IR::Inst& inst, ScalarS32 a, ScalarS32 b) {
|
||||
ctx.Add("XOR.S {},{},{};", inst, a, b);
|
||||
}
|
||||
|
||||
void EmitLogicalNot(EmitContext& ctx, IR::Inst& inst, ScalarS32 value) {
|
||||
ctx.Add("SEQ.S {},{},0;", inst, value);
|
||||
}
|
||||
|
||||
} // namespace Shader::Backend::GLASM
|
||||
|
|
|
@ -3,8 +3,8 @@
|
|||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "shader_recompiler/backend/glasm/emit_context.h"
|
||||
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
|
||||
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLASM {
|
||||
|
|
|
@ -3,8 +3,8 @@
|
|||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "shader_recompiler/backend/glasm/emit_context.h"
|
||||
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
|
||||
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLASM {
|
||||
|
|
|
@ -0,0 +1,95 @@
|
|||
// Copyright 2021 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
|
||||
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLASM {
|
||||
|
||||
static void DefinePhi(EmitContext& ctx, IR::Inst& phi) {
|
||||
switch (phi.Type()) {
|
||||
case IR::Type::U1:
|
||||
case IR::Type::U32:
|
||||
case IR::Type::F32:
|
||||
ctx.reg_alloc.Define(phi);
|
||||
break;
|
||||
case IR::Type::U64:
|
||||
case IR::Type::F64:
|
||||
ctx.reg_alloc.LongDefine(phi);
|
||||
break;
|
||||
default:
|
||||
throw NotImplementedException("Phi node type {}", phi.Type());
|
||||
}
|
||||
}
|
||||
|
||||
void EmitPhi(EmitContext& ctx, IR::Inst& phi) {
|
||||
const size_t num_args{phi.NumArgs()};
|
||||
for (size_t i = 0; i < num_args; ++i) {
|
||||
ctx.reg_alloc.Consume(phi.Arg(i));
|
||||
}
|
||||
if (!phi.Definition<Id>().is_valid) {
|
||||
// The phi node wasn't forward defined
|
||||
DefinePhi(ctx, phi);
|
||||
}
|
||||
}
|
||||
|
||||
void EmitVoid(EmitContext&) {}
|
||||
|
||||
void EmitReference(EmitContext& ctx, const IR::Value& value) {
|
||||
ctx.reg_alloc.Consume(value);
|
||||
}
|
||||
|
||||
void EmitPhiMove(EmitContext& ctx, const IR::Value& phi_value, const IR::Value& value) {
|
||||
IR::Inst& phi{RegAlloc::AliasInst(*phi_value.Inst())};
|
||||
if (!phi.Definition<Id>().is_valid) {
|
||||
// The phi node wasn't forward defined
|
||||
DefinePhi(ctx, phi);
|
||||
}
|
||||
const Register phi_reg{ctx.reg_alloc.Consume(IR::Value{&phi})};
|
||||
const Value eval_value{ctx.reg_alloc.Consume(value)};
|
||||
|
||||
if (phi_reg == eval_value) {
|
||||
return;
|
||||
}
|
||||
switch (phi.Flags<IR::Type>()) {
|
||||
case IR::Type::U1:
|
||||
case IR::Type::U32:
|
||||
case IR::Type::F32:
|
||||
ctx.Add("MOV.S {}.x,{};", phi_reg, ScalarS32{eval_value});
|
||||
break;
|
||||
case IR::Type::U64:
|
||||
case IR::Type::F64:
|
||||
ctx.Add("MOV.U64 {}.x,{};", phi_reg, ScalarRegister{eval_value});
|
||||
break;
|
||||
default:
|
||||
throw NotImplementedException("Phi node type {}", phi.Type());
|
||||
}
|
||||
}
|
||||
|
||||
void EmitPrologue(EmitContext&) {
|
||||
// TODO
|
||||
}
|
||||
|
||||
void EmitEpilogue(EmitContext&) {
|
||||
// TODO
|
||||
}
|
||||
|
||||
void EmitEmitVertex(EmitContext& ctx, ScalarS32 stream) {
|
||||
if (stream.type == Type::U32 && stream.imm_u32 == 0) {
|
||||
ctx.Add("EMIT;");
|
||||
} else {
|
||||
ctx.Add("EMITS {};", stream);
|
||||
}
|
||||
}
|
||||
|
||||
void EmitEndPrimitive(EmitContext& ctx, const IR::Value& stream) {
|
||||
if (!stream.IsImmediate()) {
|
||||
LOG_WARNING(Shader_GLASM, "Stream is not immediate");
|
||||
}
|
||||
ctx.reg_alloc.Consume(stream);
|
||||
ctx.Add("ENDPRIM;");
|
||||
}
|
||||
|
||||
} // namespace Shader::Backend::GLASM
|
|
@ -0,0 +1,30 @@
|
|||
// Copyright 2021 yuzu Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
|
||||
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::GLASM {
|
||||
|
||||
void EmitUndefU1(EmitContext& ctx, IR::Inst& inst) {
|
||||
ctx.Add("MOV.S {}.x,0;", inst);
|
||||
}
|
||||
|
||||
void EmitUndefU8(EmitContext& ctx, IR::Inst& inst) {
|
||||
ctx.Add("MOV.S {}.x,0;", inst);
|
||||
}
|
||||
|
||||
void EmitUndefU16(EmitContext& ctx, IR::Inst& inst) {
|
||||
ctx.Add("MOV.S {}.x,0;", inst);
|
||||
}
|
||||
|
||||
void EmitUndefU32(EmitContext& ctx, IR::Inst& inst) {
|
||||
ctx.Add("MOV.S {}.x,0;", inst);
|
||||
}
|
||||
|
||||
void EmitUndefU64(EmitContext& ctx, IR::Inst& inst) {
|
||||
ctx.LongAdd("MOV.S64 {}.x,0;", inst);
|
||||
}
|
||||
|
||||
} // namespace Shader::Backend::GLASM
|
|
@ -2,8 +2,8 @@
|
|||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
#include "shader_recompiler/backend/glasm/emit_context.h"
|
||||
#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
|
||||
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
#include "shader_recompiler/profile.h"
|
||||
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/bindings.h"
|
||||
#include "shader_recompiler/backend/glasm/emit_context.h"
|
||||
#include "shader_recompiler/backend/glasm/emit_glasm.h"
|
||||
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/program.h"
|
||||
#include "shader_recompiler/profile.h"
|
||||
#include "shader_recompiler/runtime_info.h"
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
#include <fmt/format.h>
|
||||
|
||||
#include "shader_recompiler/backend/glasm/emit_context.h"
|
||||
#include "shader_recompiler/backend/glasm/glasm_emit_context.h"
|
||||
#include "shader_recompiler/backend/glasm/reg_alloc.h"
|
||||
#include "shader_recompiler/exception.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
|
|
@ -9,9 +9,9 @@
|
|||
|
||||
#include "common/div_ceil.h"
|
||||
#include "common/settings.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/ir_emitter.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
|
|
@ -2,8 +2,8 @@
|
|||
// 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/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
#include "shader_recompiler/profile.h"
|
||||
#include "shader_recompiler/runtime_info.h"
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/exception.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/modifiers.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/modifiers.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
#include "shader_recompiler/profile.h"
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
#include "shader_recompiler/profile.h"
|
||||
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
#ifdef _MSC_VER
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/program.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
#include "shader_recompiler/profile.h"
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::GLSL {
|
||||
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
|
||||
#include <string_view>
|
||||
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/value.h"
|
||||
#include "shader_recompiler/profile.h"
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
// Refer to the license.txt file included.
|
||||
|
||||
#include "shader_recompiler/backend/bindings.h"
|
||||
#include "shader_recompiler/backend/glsl/emit_context.h"
|
||||
#include "shader_recompiler/backend/glsl/glsl_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/program.h"
|
||||
#include "shader_recompiler/profile.h"
|
||||
#include "shader_recompiler/runtime_info.h"
|
|
@ -11,6 +11,7 @@
|
|||
#include "common/settings.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/basic_block.h"
|
||||
#include "shader_recompiler/frontend/ir/program.h"
|
||||
|
||||
|
|
|
@ -6,13 +6,11 @@
|
|||
|
||||
#include <vector>
|
||||
|
||||
#include <sirit/sirit.h>
|
||||
|
||||
#include "common/common_types.h"
|
||||
#include "shader_recompiler/backend/bindings.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/program.h"
|
||||
#include "shader_recompiler/profile.h"
|
||||
#include "shader_recompiler/runtime_info.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
namespace {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/modifiers.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/modifiers.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
namespace {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
namespace {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/modifiers.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/modifiers.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
#include "shader_recompiler/frontend/ir/modifiers.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
namespace {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
namespace {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
namespace {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
namespace {
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv_instructions.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
namespace {
|
||||
|
|
|
@ -13,8 +13,8 @@
|
|||
|
||||
#include "common/common_types.h"
|
||||
#include "common/div_ceil.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_context.h"
|
||||
#include "shader_recompiler/backend/spirv/emit_spirv.h"
|
||||
#include "shader_recompiler/backend/spirv/spirv_emit_context.h"
|
||||
|
||||
namespace Shader::Backend::SPIRV {
|
||||
namespace {
|
Loading…
Reference in New Issue