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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>
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@ -1698,7 +1698,12 @@ static bool intrinsic_round(struct hlsl_ctx *ctx,
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static bool intrinsic_saturate(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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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_SAT, params->args[0], loc);
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struct hlsl_ir_node *arg;
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if (!(arg = intrinsic_float_convert_arg(ctx, params, params->args[0], loc)))
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return false;
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_SAT, arg, loc);
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}
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static const struct intrinsic_function
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@ -8,3 +8,14 @@ float4 main(uniform float2 u) : sv_target
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uniform 0 float4 0.7 -0.1 0.0 0.0
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draw quad
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probe all rgba (0.7, 0.0, 1.0, 0.0)
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[pixel shader]
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float4 main(uniform int4 u) : sv_target
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{
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return saturate(u);
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}
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[test]
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uniform 0 int4 -2 0 2 -1
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draw quad
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probe all rgba (0.0, 0.0, 1.0, 0.0)
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