glsl: Implement derivatives and YDirection
plus some other misc additions/changed
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8 changed files with 87 additions and 81 deletions
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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 <string_view>
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#include "shader_recompiler/backend/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.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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#include "shader_recompiler/profile.h"
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namespace Shader::Backend::GLSL {
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void EmitFSwizzleAdd([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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[[maybe_unused]] std::string_view op_a, [[maybe_unused]] std::string_view op_b,
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[[maybe_unused]] std::string_view swizzle) {
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throw NotImplementedException("GLSL Instruction");
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}
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void EmitDPdxFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
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ctx.AddF32("{}=dFdxFine({});", inst, op_a);
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}
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void EmitDPdyFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
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ctx.AddF32("{}=dFdyFine({});", inst, op_a);
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}
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void EmitDPdxCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
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ctx.AddF32("{}=dFdxCoarse({});", inst, op_a);
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}
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void EmitDPdyCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
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ctx.AddF32("{}=dFdyCoarse({});", inst, op_a);
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}
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} // namespace Shader::Backend::GLSL
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