shadPS4/src/shader_recompiler/frontend/translate/vector_interpolation.cpp

38 lines
1.2 KiB
C++

// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "shader_recompiler/frontend/translate/translate.h"
namespace Shader::Gcn {
void Translator::EmitVectorInterpolation(const GcnInst& inst) {
switch (inst.opcode) {
// VINTRP
case Opcode::V_INTERP_P1_F32:
return;
case Opcode::V_INTERP_P2_F32:
return V_INTERP_P2_F32(inst);
case Opcode::V_INTERP_MOV_F32:
return V_INTERP_MOV_F32(inst);
default:
LogMissingOpcode(inst);
}
}
// VINTRP
void Translator::V_INTERP_P2_F32(const GcnInst& inst) {
const auto& attr = runtime_info.fs_info.inputs.at(inst.control.vintrp.attr);
info.interp_qualifiers[attr.param_index] = vgpr_to_interp[inst.src[0].code];
const IR::Attribute attrib{IR::Attribute::Param0 + attr.param_index};
SetDst(inst.dst[0], ir.GetAttribute(attrib, inst.control.vintrp.chan));
}
void Translator::V_INTERP_MOV_F32(const GcnInst& inst) {
const auto& attr = runtime_info.fs_info.inputs.at(inst.control.vintrp.attr);
const IR::Attribute attrib{IR::Attribute::Param0 + attr.param_index};
SetDst(inst.dst[0], ir.GetAttribute(attrib, inst.control.vintrp.chan));
}
} // namespace Shader::Gcn