diff options
author | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-03-10 22:42:17 -0500 |
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committer | ameerj <52414509+ameerj@users.noreply.github.com> | 2021-07-22 21:51:23 -0400 |
commit | ba8c1d2eb479d04b2b0d847efd67468b688765d4 (patch) | |
tree | c92c17f08ed3b313bbdb66917767ef8074d43c92 /src/shader_recompiler/backend/spirv | |
parent | 3a63fa0477ea8297c80133d35494e1dfdc012f95 (diff) |
shader: Implement FCMP
still need to configure some settings for NV denorm flush and intel NaN
Diffstat (limited to 'src/shader_recompiler/backend/spirv')
-rw-r--r-- | src/shader_recompiler/backend/spirv/emit_spirv.h | 1 | ||||
-rw-r--r-- | src/shader_recompiler/backend/spirv/emit_spirv_floating_point.cpp | 4 |
2 files changed, 5 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/spirv/emit_spirv.h b/src/shader_recompiler/backend/spirv/emit_spirv.h index aafc59bbb..b09978073 100644 --- a/src/shader_recompiler/backend/spirv/emit_spirv.h +++ b/src/shader_recompiler/backend/spirv/emit_spirv.h @@ -232,6 +232,7 @@ Id EmitFPOrdGreaterThanEqual64(EmitContext& ctx, Id lhs, Id rhs); Id EmitFPUnordGreaterThanEqual16(EmitContext& ctx, Id lhs, Id rhs); Id EmitFPUnordGreaterThanEqual32(EmitContext& ctx, Id lhs, Id rhs); Id EmitFPUnordGreaterThanEqual64(EmitContext& ctx, Id lhs, Id rhs); +Id EmitFPIsNan32(EmitContext& ctx, Id value); Id EmitIAdd32(EmitContext& ctx, IR::Inst* inst, Id a, Id b); void EmitIAdd64(EmitContext& ctx); Id EmitISub32(EmitContext& ctx, Id a, Id b); diff --git a/src/shader_recompiler/backend/spirv/emit_spirv_floating_point.cpp b/src/shader_recompiler/backend/spirv/emit_spirv_floating_point.cpp index 749f11742..a359c42fc 100644 --- a/src/shader_recompiler/backend/spirv/emit_spirv_floating_point.cpp +++ b/src/shader_recompiler/backend/spirv/emit_spirv_floating_point.cpp @@ -346,4 +346,8 @@ Id EmitFPUnordGreaterThanEqual64(EmitContext& ctx, Id lhs, Id rhs) { return ctx.OpFUnordGreaterThanEqual(ctx.U1, lhs, rhs); } +Id EmitFPIsNan32(EmitContext& ctx, Id value) { + return ctx.OpIsNan(ctx.U1, value); +} + } // namespace Shader::Backend::SPIRV |