shader_ir: Add float helpers

This commit is contained in:
ReinUsesLisp 2018-12-20 22:56:08 -03:00
parent 6b9eea3fe5
commit 833d0806f9
2 changed files with 24 additions and 0 deletions

View file

@ -121,6 +121,25 @@ Node ShaderIR::GetLocalMemory(Node address) {
return StoreNode(LmemNode(address));
}
Node ShaderIR::GetOperandAbsNegFloat(Node value, bool absolute, bool negate) {
if (absolute) {
value = Operation(OperationCode::FAbsolute, NO_PRECISE, value);
}
if (negate) {
value = Operation(OperationCode::FNegate, NO_PRECISE, value);
}
return value;
}
Node ShaderIR::GetSaturatedFloat(Node value, bool saturate) {
if (!saturate) {
return value;
}
const Node positive_zero = Immediate(std::copysignf(0, 1));
const Node positive_one = Immediate(1.0f);
return Operation(OperationCode::FClamp, NO_PRECISE, value, positive_zero, positive_one);
}
void ShaderIR::SetRegister(BasicBlock& bb, Register dest, Node src) {
bb.push_back(Operation(OperationCode::Assign, GetRegister(dest), src));
}

View file

@ -643,6 +643,11 @@ private:
/// Sets a local memory address. address and value must be a number-evaluated node
void SetLocalMemory(BasicBlock& bb, Node address, Node value);
/// Conditionally absolute/negated float. Absolute is applied first
Node GetOperandAbsNegFloat(Node value, bool absolute, bool negate);
/// Conditionally saturates a float
Node GetSaturatedFloat(Node value, bool saturate = true);
template <typename... T>
inline Node Operation(OperationCode code, const T*... operands) {
return StoreNode(OperationNode(code, operands...));