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vkd3d-shader/hlsl: Write SM4 logic and instructions.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1846,6 +1846,11 @@ static void write_sm4_expr(struct hlsl_ctx *ctx,
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break;
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}
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case HLSL_OP2_LOGIC_AND:
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assert(dst_type->base_type == HLSL_TYPE_BOOL);
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write_sm4_binary_op(buffer, VKD3D_SM4_OP_AND, &expr->node, arg1, arg2);
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break;
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case HLSL_OP2_LSHIFT:
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assert(type_is_integer(dst_type));
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assert(dst_type->base_type != HLSL_TYPE_BOOL);
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@ -35,7 +35,7 @@ float4 main() : SV_TARGET
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}
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[test]
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todo draw quad
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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@ -88,7 +88,7 @@ float4 main() : SV_TARGET
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}
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[test]
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todo draw quad
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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@ -141,7 +141,7 @@ float4 main() : SV_TARGET
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}
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[test]
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todo draw quad
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 1.0)
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[pixel shader]
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