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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include "shader_recompiler/backend/spirv/emit_spirv.h"
#include "shader_recompiler/frontend/ir/modifiers.h"
namespace Shader::Backend::SPIRV {
namespace {
spv::Scope MemoryScopeToSpirVScope(IR::MemoryScope scope) {
switch (scope) {
case IR::MemoryScope::Warp:
return spv::Scope::Subgroup;
case IR::MemoryScope::Workgroup:
return spv::Scope::Workgroup;
case IR::MemoryScope::Device:
return spv::Scope::Device;
case IR::MemoryScope::System:
return spv::Scope::CrossDevice;
case IR::MemoryScope::DontCare:
return spv::Scope::Invocation;
default:
throw NotImplementedException("Unknown memory scope!");
}
}
} // namespace
void EmitMemoryBarrier(EmitContext& ctx, IR::Inst* inst) {
const auto info{inst->Flags<IR::BarrierInstInfo>()};
const auto semantics =
spv::MemorySemanticsMask::AcquireRelease | spv::MemorySemanticsMask::UniformMemory |
spv::MemorySemanticsMask::WorkgroupMemory | spv::MemorySemanticsMask::AtomicCounterMemory |
spv::MemorySemanticsMask::ImageMemory;
const auto scope = MemoryScopeToSpirVScope(info.scope);
ctx.OpMemoryBarrier(ctx.Constant(ctx.U32[1], static_cast<u32>(scope)),
ctx.Constant(ctx.U32[1], static_cast<u32>(semantics)));
}
} // namespace Shader::Backend::SPIRV
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