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// 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 EmitGetCbufU8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL");
}
void EmitGetCbufS8([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL");
}
void EmitGetCbufU16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL");
}
void EmitGetCbufS16([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL");
}
void EmitGetCbufU32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
const IR::Value& offset) {
const auto u32_offset{offset.U32()};
ctx.AddU32("{}=floatBitsToUint(cbuf{}[{}][{}]);", inst, binding.U32(), u32_offset / 16,
(u32_offset / 4) % 4);
}
void EmitGetCbufF32([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL");
}
void EmitGetCbufU32x2([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] const IR::Value& binding,
[[maybe_unused]] const IR::Value& offset) {
throw NotImplementedException("GLSL");
}
} // namespace Shader::Backend::GLSL
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