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shader_ir: Add float helpers
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2 changed files with 24 additions and 0 deletions
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@ -121,6 +121,25 @@ Node ShaderIR::GetLocalMemory(Node address) {
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return StoreNode(LmemNode(address));
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}
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Node ShaderIR::GetOperandAbsNegFloat(Node value, bool absolute, bool negate) {
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if (absolute) {
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value = Operation(OperationCode::FAbsolute, NO_PRECISE, value);
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}
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if (negate) {
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value = Operation(OperationCode::FNegate, NO_PRECISE, value);
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}
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return value;
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}
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Node ShaderIR::GetSaturatedFloat(Node value, bool saturate) {
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if (!saturate) {
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return value;
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}
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const Node positive_zero = Immediate(std::copysignf(0, 1));
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const Node positive_one = Immediate(1.0f);
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return Operation(OperationCode::FClamp, NO_PRECISE, value, positive_zero, positive_one);
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}
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void ShaderIR::SetRegister(BasicBlock& bb, Register dest, Node src) {
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bb.push_back(Operation(OperationCode::Assign, GetRegister(dest), src));
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}
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@ -643,6 +643,11 @@ private:
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/// Sets a local memory address. address and value must be a number-evaluated node
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void SetLocalMemory(BasicBlock& bb, Node address, Node value);
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/// Conditionally absolute/negated float. Absolute is applied first
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Node GetOperandAbsNegFloat(Node value, bool absolute, bool negate);
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/// Conditionally saturates a float
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Node GetSaturatedFloat(Node value, bool saturate = true);
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template <typename... T>
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inline Node Operation(OperationCode code, const T*... operands) {
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return StoreNode(OperationNode(code, operands...));
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