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vkd3d-shader/glsl: Implement VKD3DSIH_NOT.
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parent
1812258f37
commit
01ba2ba6db
Notes:
Henri Verbeet
2024-10-01 17:35:47 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1134
@ -547,6 +547,22 @@ static void shader_glsl_endif(struct vkd3d_glsl_generator *gen)
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vkd3d_string_buffer_printf(gen->buffer, "}\n");
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vkd3d_string_buffer_printf(gen->buffer, "}\n");
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}
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}
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static void shader_glsl_unary_op(struct vkd3d_glsl_generator *gen,
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const struct vkd3d_shader_instruction *ins, const char *op)
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{
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struct glsl_src src;
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struct glsl_dst dst;
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uint32_t mask;
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mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
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glsl_src_init(&src, gen, &ins->src[0], mask);
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shader_glsl_print_assignment(gen, &dst, "%s%s", op, src.str->buffer);
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glsl_src_cleanup(&src, &gen->string_buffers);
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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static void shader_glsl_mov(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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static void shader_glsl_mov(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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{
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struct glsl_src src;
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struct glsl_src src;
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@ -818,6 +834,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_MUL:
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case VKD3DSIH_MUL:
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shader_glsl_binop(gen, ins, "*");
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shader_glsl_binop(gen, ins, "*");
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break;
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break;
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case VKD3DSIH_NOT:
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shader_glsl_unary_op(gen, ins, "~");
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break;
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case VKD3DSIH_OR:
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case VKD3DSIH_OR:
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shader_glsl_binop(gen, ins, "|");
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shader_glsl_binop(gen, ins, "|");
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break;
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break;
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@ -124,8 +124,8 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 -2.0 0.0 0.0 0.0
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uniform 0 float4 -2.0 0.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 -0.0 0.0 0.0 0.0
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uniform 0 float4 -0.0 0.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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@ -87,10 +87,10 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float -2
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uniform 0 float -2
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1, 2, 3, 4)
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probe (0, 0) rgba (1, 2, 3, 4)
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uniform 0 float 10
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uniform 0 float 10
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (10, 20, 30, 40)
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probe (0, 0) rgba (10, 20, 30, 40)
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@ -134,13 +134,13 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float 0.1
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uniform 0 float 0.1
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.2, 0.1, 0.2, 0.1) 1
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probe (0, 0) rgba (0.2, 0.1, 0.2, 0.1) 1
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uniform 0 float 0.5
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uniform 0 float 0.5
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.5, 0.4, 1.0, 0.9) 1
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probe (0, 0) rgba (0.5, 0.4, 1.0, 0.9) 1
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uniform 0 float 0.9
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uniform 0 float 0.9
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 0.9, 1.0, 0.6) 1
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probe (0, 0) rgba (1.0, 0.9, 1.0, 0.6) 1
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[pixel shader]
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[pixel shader]
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@ -37,10 +37,10 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float 0.2
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uniform 0 float 0.2
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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uniform 0 float 0.8
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uniform 0 float 0.8
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8)
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8)
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[pixel shader todo(sm<4)]
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[pixel shader todo(sm<4)]
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@ -89,13 +89,13 @@ void main(out float4 ret : sv_target)
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[test]
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[test]
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uniform 0 float 0.1
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uniform 0 float 0.1
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4) 1
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4) 1
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uniform 0 float 0.5
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uniform 0 float 0.5
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.2, 0.3, 0.4, 0.5) 1
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probe (0, 0) rgba (0.2, 0.3, 0.4, 0.5) 1
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uniform 0 float 0.9
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uniform 0 float 0.9
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
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[pixel shader todo(sm<4)]
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[pixel shader todo(sm<4)]
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@ -115,13 +115,13 @@ void main(out float4 ret : sv_target)
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[test]
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[test]
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uniform 0 float 0.1
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uniform 0 float 0.1
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4) 1
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4) 1
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uniform 0 float 0.5
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uniform 0 float 0.5
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
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uniform 0 float 0.9
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uniform 0 float 0.9
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.4, 0.5, 0.6, 0.7) 1
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probe (0, 0) rgba (0.4, 0.5, 0.6, 0.7) 1
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[pixel shader]
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[pixel shader]
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@ -19,7 +19,7 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float 1
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uniform 0 float 1
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todo(glsl|sm<4) draw quad
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todo(sm<4) draw quad
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probe (0,0) rgba(10.0, 1.0, 2.0, 3.0)
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probe (0,0) rgba(10.0, 1.0, 2.0, 3.0)
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[pixel shader]
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[pixel shader]
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