diff options
Diffstat (limited to 'src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp')
-rw-r--r-- | src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp index e69de29bb..8cdb9abfa 100644 --- a/src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp +++ b/src/shader_recompiler/backend/glsl/emit_glsl_memory.cpp @@ -0,0 +1,99 @@ +// Copyright 2021 yuzu Emulator Project +// Licensed under GPLv2 or any later version +// Refer to the license.txt file included. + +#include <string_view> + +#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 { +void EmitLoadStorageU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitLoadStorageS8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitLoadStorageU16([[maybe_unused]] EmitContext& ctx, + [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitLoadStorageS16([[maybe_unused]] EmitContext& ctx, + [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitLoadStorage32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitLoadStorage64([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitLoadStorage128([[maybe_unused]] EmitContext& ctx, + [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitWriteStorageU8([[maybe_unused]] EmitContext& ctx, + [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset, + [[maybe_unused]] std::string value) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitWriteStorageS8([[maybe_unused]] EmitContext& ctx, + [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset, + [[maybe_unused]] std::string value) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitWriteStorageU16([[maybe_unused]] EmitContext& ctx, + [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset, + [[maybe_unused]] std::string value) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitWriteStorageS16([[maybe_unused]] EmitContext& ctx, + [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset, + [[maybe_unused]] std::string value) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitWriteStorage32([[maybe_unused]] EmitContext& ctx, + [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset, + [[maybe_unused]] std::string value) { + ctx.Add("buff{}[{}]={};", binding.U32(), offset.U32(), value); +} + +void EmitWriteStorage64([[maybe_unused]] EmitContext& ctx, + [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset, + [[maybe_unused]] std::string value) { + throw NotImplementedException("GLSL Instrucion"); +} + +void EmitWriteStorage128([[maybe_unused]] EmitContext& ctx, + [[maybe_unused]] const IR::Value& binding, + [[maybe_unused]] const IR::Value& offset, + [[maybe_unused]] std::string value) { + throw NotImplementedException("GLSL Instrucion"); +} +} // namespace Shader::Backend::GLSL |