shader: Add resolution down factor opcode

This commit is contained in:
ReinUsesLisp 2021-07-21 22:24:33 -03:00 committed by Fernando Sahmkow
parent fddf372c68
commit fb924ea85c
9 changed files with 25 additions and 0 deletions

View file

@ -445,6 +445,11 @@ void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
ctx.AddF32("{}=gl_FrontMaterial.ambient.a;", inst);
}
void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
UNIMPLEMENTED();
ctx.AddF32("{}=1.0f;", inst);
}
void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, std::string_view word_offset) {
ctx.AddU32("{}=lmem[{}];", inst, word_offset);
}

View file

@ -85,6 +85,7 @@ void EmitInvocationId(EmitContext& ctx, IR::Inst& inst);
void EmitSampleId(EmitContext& ctx, IR::Inst& inst);
void EmitIsHelperInvocation(EmitContext& ctx, IR::Inst& inst);
void EmitYDirection(EmitContext& ctx, IR::Inst& inst);
void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst);
void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, std::string_view word_offset);
void EmitWriteLocal(EmitContext& ctx, std::string_view word_offset, std::string_view value);
void EmitUndefU1(EmitContext& ctx, IR::Inst& inst);