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vkd3d-shader/d3dbc: Implement HLSL_OP1_{COS,SIN}_REDUCED for SM1.
Also enable SM1 trigonometry function tests.
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Notes:
Henri Verbeet
2024-07-16 19:57:03 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/923
@@ -5,7 +5,7 @@ void main(float4 pos : position, out float tex : texcoord, out float4 out_pos :
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out_pos = pos;
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}
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[pixel shader todo(sm<4)]
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[pixel shader]
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float4 main(float tex : texcoord) : sv_target
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{
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tex = floor(tex + 0.25);
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@@ -13,7 +13,7 @@ float4 main(float tex : texcoord) : sv_target
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}
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[test]
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe ( 0, 0) rgba ( 0.00000000, 1.00000000, 0.00000000, 0.0)
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probe ( 1, 0) rgba ( 0.84147098, 0.54030231, 1.55740772, 0.0) 1024
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probe ( 2, 0) rgba ( 0.90929743, -0.41614684, -2.18503986, 0.0) 1024
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@@ -32,7 +32,7 @@ probe (14, 0) rgba ( 0.99060736, 0.13673722, 7.24460662, 0.0) 1024
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probe (15, 0) rgba ( 0.65028784, -0.75968791, -0.85599340, 0.0) 1024
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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@@ -42,11 +42,11 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 0.52359877 2.61799387 3.14159265
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, 500.0, 500.0, 0.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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@@ -56,11 +56,11 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (1000.0, 707.0, -0.0, -707.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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@@ -72,7 +72,7 @@ float4 main() : sv_target
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% tan(pi/2) is an asymtote and therefore undefined
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% so check 0, pi/4, 3pi/4, pi
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uniform 0 float4 0.0 0.78539816 2.35619449 3.14159265
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (0, 1000, -1000.0, 0)
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