// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include "shader_recompiler/backend/glsl/emit_context.h" #include "shader_recompiler/backend/glsl/emit_glsl_instructions.h" #include "shader_recompiler/frontend/ir/value.h" #include "shader_recompiler/profile.h" namespace Shader::Backend::GLSL { namespace { static void Alias(IR::Inst& inst, const IR::Value& value) { if (value.IsImmediate()) { return; } IR::Inst& value_inst{RegAlloc::AliasInst(*value.Inst())}; value_inst.DestructiveAddUsage(inst.UseCount()); value_inst.DestructiveRemoveUsage(); inst.SetDefinition(value_inst.Definition()); } } // namespace void EmitIdentity(EmitContext&, IR::Inst& inst, const IR::Value& value) { Alias(inst, value); } void EmitConditionRef(EmitContext& ctx, IR::Inst& inst, const IR::Value& value) { ctx.AddU1("{}={};", inst, ctx.reg_alloc.Consume(value)); } void EmitPackUint2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) { ctx.AddU64("{}=packUint2x32({});", inst, value); } void EmitUnpackUint2x32(EmitContext& ctx, IR::Inst& inst, std::string_view value) { ctx.AddU32x2("{}=unpackUint2x32({});", inst, value); } } // namespace Shader::Backend::GLSL