// Copyright 2021 yuzu Emulator Project // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #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) { ctx.Add("uint {}=cbuf{}[{}];", *inst, binding.U32(), offset.U32()); } 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