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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/modifiers.h"
#include "shader_recompiler/frontend/ir/value.h"
#include "shader_recompiler/profile.h"
namespace Shader::Backend::GLSL {
void EmitFSwizzleAdd([[maybe_unused]] EmitContext& ctx, [[maybe_unused]] IR::Inst& inst,
[[maybe_unused]] std::string_view op_a, [[maybe_unused]] std::string_view op_b,
[[maybe_unused]] std::string_view swizzle) {
throw NotImplementedException("GLSL Instruction");
}
void EmitDPdxFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
ctx.AddF32("{}=dFdxFine({});", inst, op_a);
}
void EmitDPdyFine(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
ctx.AddF32("{}=dFdyFine({});", inst, op_a);
}
void EmitDPdxCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
ctx.AddF32("{}=dFdxCoarse({});", inst, op_a);
}
void EmitDPdyCoarse(EmitContext& ctx, IR::Inst& inst, std::string_view op_a) {
ctx.AddF32("{}=dFdyCoarse({});", inst, op_a);
}
} // namespace Shader::Backend::GLSL
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