shader: Implement SR_Y_DIRECTION

This commit is contained in:
FernandoS27 2021-04-16 23:52:58 +02:00 committed by ameerj
parent 50f8007172
commit f18a6dd1bd
10 changed files with 22 additions and 0 deletions

View file

@ -379,6 +379,10 @@ U1 IREmitter::IsHelperInvocation() {
return Inst<U1>(Opcode::IsHelperInvocation);
}
F32 IREmitter::YDirection() {
return Inst<F32>(Opcode::YDirection);
}
U32 IREmitter::LaneId() {
return Inst<U32>(Opcode::LaneId);
}

View file

@ -102,6 +102,7 @@ public:
[[nodiscard]] U32 InvocationId();
[[nodiscard]] U32 SampleId();
[[nodiscard]] U1 IsHelperInvocation();
[[nodiscard]] F32 YDirection();
[[nodiscard]] U32 LaneId();

View file

@ -65,6 +65,7 @@ OPCODE(LocalInvocationId, U32x3,
OPCODE(InvocationId, U32, )
OPCODE(SampleId, U32, )
OPCODE(IsHelperInvocation, U1, )
OPCODE(YDirection, F32, )
// Undefined
OPCODE(UndefU1, U1, )

View file

@ -150,6 +150,8 @@ enum class SpecialRegister : u64 {
return ir.SubgroupGtMask();
case SpecialRegister::SR_GEMASK:
return ir.SubgroupGeMask();
case SpecialRegister::SR_Y_DIRECTION:
return ir.BitCast<IR::U32>(ir.YDirection());
default:
throw NotImplementedException("S2R special register {}", special_register);
}