shader: Implement FSWZADD
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34aba9627a
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6c51f49632
14 changed files with 87 additions and 4 deletions
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@ -132,4 +132,20 @@ Id EmitShuffleButterfly(EmitContext& ctx, IR::Inst* inst, Id value, Id index, Id
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return SelectValue(ctx, in_range, value, src_thread_id);
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}
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Id EmitFSwizzleAdd(EmitContext& ctx, Id op_a, Id op_b, Id swizzle) {
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const Id three{ctx.Constant(ctx.U32[1], 3)};
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Id mask{ctx.OpLoad(ctx.U32[1], ctx.subgroup_local_invocation_id)};
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mask = ctx.OpBitwiseAnd(ctx.U32[1], mask, three);
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mask = ctx.OpShiftLeftLogical(ctx.U32[1], mask, ctx.Constant(ctx.U32[1], 1));
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mask = ctx.OpShiftRightLogical(ctx.U32[1], swizzle, mask);
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mask = ctx.OpBitwiseAnd(ctx.U32[1], mask, three);
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const Id modifier_a{ctx.OpVectorExtractDynamic(ctx.F32[1], ctx.fswzadd_lut_a, mask)};
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const Id modifier_b{ctx.OpVectorExtractDynamic(ctx.F32[1], ctx.fswzadd_lut_b, mask)};
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const Id result_a{ctx.OpFMul(ctx.F32[1], op_a, modifier_a)};
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const Id result_b{ctx.OpFMul(ctx.F32[1], op_b, modifier_b)};
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return ctx.OpFAdd(ctx.F32[1], result_a, result_b);
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}
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} // namespace Shader::Backend::SPIRV
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