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vkd3d-shader/ir: Validate EQO instructions.
This commit is contained in:
committed by
Henri Verbeet
parent
596f02210d
commit
17b0e0d1d9
Notes:
Henri Verbeet
2025-06-25 17:09:52 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1604
@@ -10621,6 +10621,17 @@ static void vsir_validate_double_comparison_operation(struct validation_context
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vsir_validate_comparison_operation(ctx, instruction, types);
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vsir_validate_comparison_operation(ctx, instruction, types);
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}
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}
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static void vsir_validate_float_comparison_operation(struct validation_context *ctx,
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const struct vkd3d_shader_instruction *instruction)
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{
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static const bool types[VKD3D_DATA_COUNT] =
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{
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[VKD3D_DATA_FLOAT] = true,
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};
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vsir_validate_comparison_operation(ctx, instruction, types);
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}
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static void vsir_validate_branch(struct validation_context *ctx, const struct vkd3d_shader_instruction *instruction)
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static void vsir_validate_branch(struct validation_context *ctx, const struct vkd3d_shader_instruction *instruction)
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{
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{
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size_t i;
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size_t i;
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@@ -11331,6 +11342,7 @@ static const struct vsir_validator_instruction_desc vsir_validator_instructions[
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[VSIR_OP_DSY] = {1, 1, vsir_validate_float_elementwise_operation},
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[VSIR_OP_DSY] = {1, 1, vsir_validate_float_elementwise_operation},
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[VSIR_OP_DSY_COARSE] = {1, 1, vsir_validate_float_elementwise_operation},
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[VSIR_OP_DSY_COARSE] = {1, 1, vsir_validate_float_elementwise_operation},
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[VSIR_OP_DSY_FINE] = {1, 1, vsir_validate_float_elementwise_operation},
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[VSIR_OP_DSY_FINE] = {1, 1, vsir_validate_float_elementwise_operation},
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[VSIR_OP_EQO] = {1, 2, vsir_validate_float_comparison_operation},
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[VSIR_OP_HS_CONTROL_POINT_PHASE] = {0, 0, vsir_validate_hull_shader_phase},
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[VSIR_OP_HS_CONTROL_POINT_PHASE] = {0, 0, vsir_validate_hull_shader_phase},
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[VSIR_OP_HS_DECLS] = {0, 0, vsir_validate_hull_shader_phase},
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[VSIR_OP_HS_DECLS] = {0, 0, vsir_validate_hull_shader_phase},
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[VSIR_OP_HS_FORK_PHASE] = {0, 0, vsir_validate_hull_shader_phase},
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[VSIR_OP_HS_FORK_PHASE] = {0, 0, vsir_validate_hull_shader_phase},
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