shader: Implement SR_LaneId
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7 changed files with 15 additions and 0 deletions
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@ -71,6 +71,7 @@ void EmitSetMXFlag(EmitContext& ctx);
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Id EmitWorkgroupId(EmitContext& ctx);
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Id EmitLocalInvocationId(EmitContext& ctx);
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Id EmitLoadLocal(EmitContext& ctx, Id word_offset);
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Id EmitLaneId(EmitContext& ctx);
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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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Id EmitUndefU8(EmitContext& ctx);
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@ -303,6 +303,10 @@ Id EmitLocalInvocationId(EmitContext& ctx) {
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return ctx.OpLoad(ctx.U32[3], ctx.local_invocation_id);
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}
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Id EmitLaneId(EmitContext& ctx) {
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return ctx.OpLoad(ctx.U32[1], ctx.subgroup_local_invocation_id);
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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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