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glsl: Implement barriers
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@ -1,4 +1,3 @@
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// Copyright 2021 yuzu Emulator Project
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// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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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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// Refer to the license.txt file included.
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@ -0,0 +1,21 @@
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// 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/glsl/emit_context.h"
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#include "shader_recompiler/backend/glsl/emit_glsl_instructions.h"
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#include "shader_recompiler/frontend/ir/value.h"
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namespace Shader::Backend::GLSL {
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void EmitBarrier(EmitContext& ctx) {
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ctx.Add("barrier();");
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}
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void EmitWorkgroupMemoryBarrier(EmitContext& ctx) {
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ctx.Add("groupMemoryBarrier();");
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}
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void EmitDeviceMemoryBarrier(EmitContext& ctx) {
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ctx.Add("memoryBarrier();");
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}
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} // namespace Shader::Backend::GLSL
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@ -80,18 +80,6 @@ void EmitDemoteToHelperInvocation(EmitContext& ctx, std::string_view continue_la
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ctx.Add("discard;");
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ctx.Add("discard;");
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}
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}
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void EmitBarrier(EmitContext& ctx) {
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NotImplemented();
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}
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void EmitWorkgroupMemoryBarrier(EmitContext& ctx) {
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NotImplemented();
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}
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void EmitDeviceMemoryBarrier(EmitContext& ctx) {
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NotImplemented();
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}
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void EmitPrologue(EmitContext& ctx) {}
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void EmitPrologue(EmitContext& ctx) {}
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void EmitEpilogue(EmitContext& ctx) {}
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void EmitEpilogue(EmitContext& ctx) {}
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