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shader_ir/other: Implement S2R InvocationId
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4 changed files with 9 additions and 0 deletions
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@ -1915,6 +1915,10 @@ private:
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return {};
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}
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Expression InvocationId(Operation operation) {
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return {"gl_InvocationID", Type::Int};
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}
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Expression YNegate(Operation operation) {
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return {"y_direction", Type::Float};
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}
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@ -2153,6 +2157,7 @@ private:
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&GLSLDecompiler::EmitVertex,
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&GLSLDecompiler::EndPrimitive,
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&GLSLDecompiler::InvocationId,
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&GLSLDecompiler::YNegate,
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&GLSLDecompiler::LocalInvocationId<0>,
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&GLSLDecompiler::LocalInvocationId<1>,
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@ -2357,6 +2357,7 @@ private:
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&SPIRVDecompiler::EmitVertex,
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&SPIRVDecompiler::EndPrimitive,
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&SPIRVDecompiler::InvocationId,
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&SPIRVDecompiler::YNegate,
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&SPIRVDecompiler::LocalInvocationId<0>,
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&SPIRVDecompiler::LocalInvocationId<1>,
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@ -69,6 +69,8 @@ u32 ShaderIR::DecodeOther(NodeBlock& bb, u32 pc) {
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case OpCode::Id::MOV_SYS: {
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const Node value = [this, instr] {
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switch (instr.sys20) {
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case SystemVariable::InvocationId:
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return Operation(OperationCode::InvocationId);
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case SystemVariable::Ydirection:
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return Operation(OperationCode::YNegate);
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case SystemVariable::InvocationInfo:
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@ -172,6 +172,7 @@ enum class OperationCode {
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EmitVertex, /// () -> void
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EndPrimitive, /// () -> void
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InvocationId, /// () -> int
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YNegate, /// () -> float
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LocalInvocationIdX, /// () -> uint
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LocalInvocationIdY, /// () -> uint
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