40 lines
1.5 KiB
C++
40 lines
1.5 KiB
C++
// 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/spirv/emit_spirv.h"
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namespace Shader::Backend::SPIRV {
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void EmitPrologue(EmitContext& ctx) {
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if (ctx.stage == Stage::VertexB) {
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const Id zero{ctx.Constant(ctx.F32[1], 0.0f)};
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const Id one{ctx.Constant(ctx.F32[1], 1.0f)};
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const Id default_vector{ctx.ConstantComposite(ctx.F32[4], zero, zero, zero, one)};
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ctx.OpStore(ctx.output_position, default_vector);
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for (const Id generic_id : ctx.output_generics) {
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if (Sirit::ValidId(generic_id)) {
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ctx.OpStore(generic_id, default_vector);
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}
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}
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if (ctx.profile.fixed_state_point_size) {
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const float point_size{*ctx.profile.fixed_state_point_size};
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ctx.OpStore(ctx.output_point_size, ctx.Constant(ctx.F32[1], point_size));
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}
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}
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}
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void EmitEpilogue(EmitContext& ctx) {
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if (ctx.profile.convert_depth_mode) {
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const Id type{ctx.F32[1]};
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const Id position{ctx.OpLoad(ctx.F32[4], ctx.output_position)};
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const Id z{ctx.OpCompositeExtract(type, position, 2u)};
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const Id w{ctx.OpCompositeExtract(type, position, 3u)};
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const Id screen_depth{ctx.OpFMul(type, ctx.OpFAdd(type, z, w), ctx.Constant(type, 0.5f))};
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const Id vector{ctx.OpCompositeInsert(ctx.F32[4], screen_depth, position, 2u)};
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ctx.OpStore(ctx.output_position, vector);
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}
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}
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} // namespace Shader::Backend::SPIRV
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