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vkd3d-shader/hlsl: Ensure that TERNARY condition is always bool.
Also, properly casting it to float in lower_ternary() for SM1 avoids creating ABS and NEG on bool types.
This commit is contained in:
committed by
Alexandre Julliard
parent
9c0d04c862
commit
19fd43214b
Notes:
Alexandre Julliard
2024-04-09 15:44:37 -05:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/744
@@ -13,7 +13,7 @@ todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 f;
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float4 main() : sv_target
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@@ -55,7 +55,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 1.5 1.5 0.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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% SM1-3 apparently treats '0/0' as zero.
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if(sm<4) todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 11.0)
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% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
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