106 lines
2.8 KiB
C++
106 lines
2.8 KiB
C++
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "shader_recompiler/backend/spirv/emit_spirv.h"
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namespace Shader::Backend::SPIRV {
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Id EmitConvertS16F16(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToS(ctx.U16, value));
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}
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Id EmitConvertS16F32(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToS(ctx.U16, value));
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}
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Id EmitConvertS16F64(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToS(ctx.U16, value));
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}
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Id EmitConvertS32F16(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U32[1], value);
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}
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Id EmitConvertS32F32(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U32[1], value);
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}
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Id EmitConvertS32F64(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U32[1], value);
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}
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Id EmitConvertS64F16(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U64, value);
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}
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Id EmitConvertS64F32(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U64, value);
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}
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Id EmitConvertS64F64(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToS(ctx.U64, value);
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}
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Id EmitConvertU16F16(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToU(ctx.U16, value));
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}
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Id EmitConvertU16F32(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToU(ctx.U16, value));
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}
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Id EmitConvertU16F64(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], ctx.OpConvertFToU(ctx.U16, value));
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}
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Id EmitConvertU32F16(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U32[1], value);
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}
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Id EmitConvertU32F32(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U32[1], value);
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}
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Id EmitConvertU32F64(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U32[1], value);
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}
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Id EmitConvertU64F16(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U64, value);
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}
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Id EmitConvertU64F32(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U64, value);
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}
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Id EmitConvertU64F64(EmitContext& ctx, Id value) {
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return ctx.OpConvertFToU(ctx.U64, value);
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}
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Id EmitConvertU64U32(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U64, value);
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}
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Id EmitConvertU32U64(EmitContext& ctx, Id value) {
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return ctx.OpUConvert(ctx.U32[1], value);
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}
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Id EmitConvertF16F32(EmitContext& ctx, Id value) {
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return ctx.OpFConvert(ctx.F16[1], value);
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}
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Id EmitConvertF32F16(EmitContext& ctx, Id value) {
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return ctx.OpFConvert(ctx.F32[1], value);
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}
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Id EmitConvertF32F64(EmitContext& ctx, Id value) {
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return ctx.OpFConvert(ctx.F32[1], value);
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}
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Id EmitConvertF64F32(EmitContext& ctx, Id value) {
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return ctx.OpFConvert(ctx.F64[1], value);
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}
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} // namespace Shader::Backend::SPIRV
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