vkd3d-shader/hlsl: Cast saturate() input to float.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Nikolay Sivov 2022-02-02 13:46:14 +01:00 committed by Alexandre Julliard
parent 22d8b0a033
commit 11d962ddbf
2 changed files with 17 additions and 1 deletions

View File

@ -1698,7 +1698,12 @@ static bool intrinsic_round(struct hlsl_ctx *ctx,
static bool intrinsic_saturate(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_SAT, params->args[0], loc);
struct hlsl_ir_node *arg;
if (!(arg = intrinsic_float_convert_arg(ctx, params, params->args[0], loc)))
return false;
return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_SAT, arg, loc);
}
static const struct intrinsic_function

View File

@ -8,3 +8,14 @@ float4 main(uniform float2 u) : sv_target
uniform 0 float4 0.7 -0.1 0.0 0.0
draw quad
probe all rgba (0.7, 0.0, 1.0, 0.0)
[pixel shader]
float4 main(uniform int4 u) : sv_target
{
return saturate(u);
}
[test]
uniform 0 int4 -2 0 2 -1
draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)