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vkd3d-shader/hlsl: Write SM4 inequality instructions.
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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@ -1517,6 +1517,30 @@ 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_NEQUAL:
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{
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const struct hlsl_type *src_type = arg1->data_type;
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switch (src_type->base_type)
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{
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case HLSL_TYPE_FLOAT:
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write_sm4_binary_op(buffer, VKD3D_SM4_OP_NE, &expr->node, arg1, arg2);
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break;
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case HLSL_TYPE_BOOL:
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case HLSL_TYPE_INT:
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case HLSL_TYPE_UINT:
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write_sm4_binary_op(buffer, VKD3D_SM4_OP_INE, &expr->node, arg1, arg2);
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break;
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default:
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hlsl_fixme(ctx, &expr->node.loc, "SM4 inequality between \"%s\" operands.",
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debug_hlsl_type(ctx, src_type));
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break;
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}
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break;
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}
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default:
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hlsl_fixme(ctx, &expr->node.loc, "SM4 bool \"%s\" expression.", debug_hlsl_expr_op(expr->op));
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break;
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