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-rw-r--r--src/shader_recompiler/backend/spirv/emit_spirv_special.cpp35
1 files changed, 35 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/spirv/emit_spirv_special.cpp b/src/shader_recompiler/backend/spirv/emit_spirv_special.cpp
new file mode 100644
index 000000000..70ae7b51e
--- /dev/null
+++ b/src/shader_recompiler/backend/spirv/emit_spirv_special.cpp
@@ -0,0 +1,35 @@
1// Copyright 2021 yuzu Emulator Project
2// Licensed under GPLv2 or any later version
3// Refer to the license.txt file included.
4
5#include "shader_recompiler/backend/spirv/emit_spirv.h"
6
7namespace Shader::Backend::SPIRV {
8
9void EmitPrologue(EmitContext& ctx) {
10 if (ctx.stage == Stage::VertexB) {
11 const Id zero{ctx.Constant(ctx.F32[1], 0.0f)};
12 const Id one{ctx.Constant(ctx.F32[1], 1.0f)};
13 const Id null_vector{ctx.ConstantComposite(ctx.F32[4], zero, zero, zero, zero)};
14 ctx.OpStore(ctx.output_position, ctx.ConstantComposite(ctx.F32[4], zero, zero, zero, one));
15 for (const Id generic_id : ctx.output_generics) {
16 if (Sirit::ValidId(generic_id)) {
17 ctx.OpStore(generic_id, null_vector);
18 }
19 }
20 }
21}
22
23void EmitEpilogue(EmitContext& ctx) {
24 if (ctx.profile.convert_depth_mode) {
25 const Id type{ctx.F32[1]};
26 const Id position{ctx.OpLoad(ctx.F32[4], ctx.output_position)};
27 const Id z{ctx.OpCompositeExtract(type, position, 2u)};
28 const Id w{ctx.OpCompositeExtract(type, position, 3u)};
29 const Id screen_depth{ctx.OpFMul(type, ctx.OpFAdd(type, z, w), ctx.Constant(type, 0.5f))};
30 const Id vector{ctx.OpCompositeInsert(ctx.F32[4], screen_depth, position, 2u)};
31 ctx.OpStore(ctx.output_position, vector);
32 }
33}
34
35} // namespace Shader::Backend::SPIRV