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-rw-r--r--src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp16
-rw-r--r--src/shader_recompiler/backend/glasm/emit_glasm_instructions.h1
2 files changed, 17 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp b/src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp
index 081b2c8e0..c0f5fc402 100644
--- a/src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp
+++ b/src/shader_recompiler/backend/glasm/emit_glasm_context_get_set.cpp
@@ -126,6 +126,22 @@ void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, Scal
}
}
+void EmitGetAttributeU32(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, ScalarU32) {
+ switch (attr) {
+ case IR::Attribute::PrimitiveId:
+ ctx.Add("MOV.S {}.x,primitive.id;", inst);
+ break;
+ case IR::Attribute::InstanceId:
+ ctx.Add("MOV.S {}.x,{}.instance;", inst, ctx.attrib_name);
+ break;
+ case IR::Attribute::VertexId:
+ ctx.Add("MOV.S {}.x,{}.id;", inst, ctx.attrib_name);
+ break;
+ default:
+ throw NotImplementedException("Get U32 attribute {}", attr);
+ }
+}
+
void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, ScalarF32 value,
[[maybe_unused]] ScalarU32 vertex) {
const u32 element{static_cast<u32>(attr) % 4};
diff --git a/src/shader_recompiler/backend/glasm/emit_glasm_instructions.h b/src/shader_recompiler/backend/glasm/emit_glasm_instructions.h
index 1f343bff5..b48007856 100644
--- a/src/shader_recompiler/backend/glasm/emit_glasm_instructions.h
+++ b/src/shader_recompiler/backend/glasm/emit_glasm_instructions.h
@@ -50,6 +50,7 @@ void EmitGetCbufU32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding,
void EmitGetCbufF32(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset);
void EmitGetCbufU32x2(EmitContext& ctx, IR::Inst& inst, const IR::Value& binding, ScalarU32 offset);
void EmitGetAttribute(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, ScalarU32 vertex);
+void EmitGetAttributeU32(EmitContext& ctx, IR::Inst& inst, IR::Attribute attr, ScalarU32 vertex);
void EmitSetAttribute(EmitContext& ctx, IR::Attribute attr, ScalarF32 value, ScalarU32 vertex);
void EmitGetAttributeIndexed(EmitContext& ctx, IR::Inst& inst, ScalarS32 offset, ScalarU32 vertex);
void EmitSetAttributeIndexed(EmitContext& ctx, ScalarU32 offset, ScalarF32 value, ScalarU32 vertex);