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glsl: Implement TXQ and other misc changes
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5fd92780b2
commit
3047eb6688
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@ -190,7 +190,7 @@ std::string EmitGLSL(const Profile& profile, const RuntimeInfo& runtime_info, IR
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}
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ctx.code.insert(0, ctx.header);
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ctx.code += "}";
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fmt::print("\n{}\n", ctx.code);
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// fmt::print("\n{}\n", ctx.code);
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return ctx.code;
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}
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@ -118,6 +118,9 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr,
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case IR::Attribute::VertexId:
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ctx.AddS32("{}=gl_VertexID;", inst);
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break;
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case IR::Attribute::FrontFace:
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ctx.AddS32("{}=gl_FrontFacing?-1:0;", inst);
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break;
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default:
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fmt::print("Get attribute {}", attr);
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throw NotImplementedException("Get attribute {}", attr);
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@ -351,7 +351,29 @@ void EmitImageFetch([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst
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void EmitImageQueryDimensions([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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[[maybe_unused]] const IR::Value& index,
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[[maybe_unused]] std::string_view lod) {
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throw NotImplementedException("GLSL Instruction");
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const auto info{inst.Flags<IR::TextureInstInfo>()};
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const auto texture{Texture(ctx, info, index)};
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switch (info.type) {
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case TextureType::Color1D:
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return ctx.AddU32x4(
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"{}=uvec4(uint(textureSize({},int({}))),0u,0u,uint(textureQueryLevels({})));", inst,
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texture, lod, texture);
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case TextureType::ColorArray1D:
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case TextureType::Color2D:
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case TextureType::ColorCube:
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return ctx.AddU32x4(
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"{}=uvec4(uvec2(textureSize({},int({}))),0u,uint(textureQueryLevels({})));", inst,
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texture, lod, texture);
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case TextureType::ColorArray2D:
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case TextureType::Color3D:
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case TextureType::ColorArrayCube:
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return ctx.AddU32x4(
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"{}=uvec4(uvec3(textureSize({},int({}))),uint(textureQueryLevels({})));", inst, texture,
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lod, texture);
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case TextureType::Buffer:
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throw NotImplementedException("Texture buffers");
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}
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throw LogicError("Unspecified image type {}", info.type.Value());
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}
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void EmitImageQueryLod([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
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@ -168,7 +168,7 @@ void EmitSetSampleMask(EmitContext& ctx, std::string_view value) {
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}
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void EmitSetFragDepth(EmitContext& ctx, std::string_view value) {
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NotImplemented();
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ctx.Add("gl_FragDepth={};", value);
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}
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void EmitGetZFlag(EmitContext& ctx) {
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@ -37,9 +37,14 @@ std::string FormatFloat(std::string_view value, IR::Type type) {
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return "uintBitsToFloat(0xff800000)";
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}
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}
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const bool needs_dot = value.find_first_of('.') == std::string_view::npos;
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const bool needs_suffix = !value.ends_with('f');
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const auto suffix = type == IR::Type::F32 ? "f" : "lf";
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if (value.find_first_of('e') != std::string_view::npos) {
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// scientific notation
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const auto cast{type == IR::Type::F32 ? "float" : "double"};
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return fmt::format("{}({})", cast, value);
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}
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const bool needs_dot{value.find_first_of('.') == std::string_view::npos};
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const bool needs_suffix{!value.ends_with('f')};
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const auto suffix{type == IR::Type::F32 ? "f" : "lf"};
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return fmt::format("{}{}{}", value, needs_dot ? "." : "", needs_suffix ? suffix : "");
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}
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