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vkd3d-shader/hlsl: Preserve doubles in elementwise_intrinsic_float_convert_args().
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Henri Verbeet
2024-09-12 18:57:51 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1064
@ -3132,14 +3132,12 @@ static bool elementwise_intrinsic_convert_args(struct hlsl_ctx *ctx,
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static bool elementwise_intrinsic_float_convert_args(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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enum hlsl_base_type base_type;
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struct hlsl_type *type;
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if (!(type = elementwise_intrinsic_get_common_type(ctx, params, loc)))
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return false;
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base_type = type->e.numeric.type == HLSL_TYPE_HALF ? HLSL_TYPE_HALF : HLSL_TYPE_FLOAT;
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type = hlsl_get_numeric_type(ctx, type->class, base_type, type->dimx, type->dimy);
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if (type_is_integer(type->e.numeric.type))
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type = hlsl_get_numeric_type(ctx, type->class, HLSL_TYPE_FLOAT, type->dimx, type->dimy);
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return convert_args(ctx, params, type, loc);
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}
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