2021-05-09 23:57:57 +02:00
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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 "shader_recompiler/backend/glasm/emit_context.h"
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#include "shader_recompiler/backend/glasm/emit_glasm_instructions.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLASM {
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void EmitSelectU1([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
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[[maybe_unused]] ScalarS32 true_value, [[maybe_unused]] ScalarS32 false_value) {
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throw NotImplementedException("GLASM instruction");
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}
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void EmitSelectU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
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[[maybe_unused]] ScalarS32 true_value, [[maybe_unused]] ScalarS32 false_value) {
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throw NotImplementedException("GLASM instruction");
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}
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void EmitSelectU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
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[[maybe_unused]] ScalarS32 true_value, [[maybe_unused]] ScalarS32 false_value) {
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throw NotImplementedException("GLASM instruction");
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}
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void EmitSelectU32(EmitContext& ctx, IR::Inst& inst, ScalarS32 cond, ScalarS32 true_value,
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ScalarS32 false_value) {
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ctx.Add("CMP.S {},{},{},{};", inst, cond, true_value, false_value);
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}
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void EmitSelectU64([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
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[[maybe_unused]] Register true_value, [[maybe_unused]] Register false_value) {
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throw NotImplementedException("GLASM instruction");
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}
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void EmitSelectF16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
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[[maybe_unused]] Register true_value, [[maybe_unused]] Register false_value) {
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throw NotImplementedException("GLASM instruction");
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}
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void EmitSelectF32(EmitContext& ctx, IR::Inst& inst, ScalarS32 cond, ScalarS32 true_value,
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ScalarS32 false_value) {
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ctx.Add("CMP.S {},{},{},{};", inst, cond, true_value, false_value);
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}
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void EmitSelectF64([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] ScalarS32 cond,
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[[maybe_unused]] Register true_value, [[maybe_unused]] Register false_value) {
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throw NotImplementedException("GLASM instruction");
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}
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} // namespace Shader::Backend::GLASM
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