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vkd3d-shader/hlsl: Write SM4 reinterpret instructions.
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Notes:
Alexandre Julliard
2022-10-18 00:13:00 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/25
@ -1664,6 +1664,10 @@ static void write_sm4_expr(struct hlsl_ctx *ctx,
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}
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break;
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case HLSL_OP1_REINTERPRET:
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write_sm4_unary_op(buffer, VKD3D_SM4_OP_MOV, &expr->node, arg1, 0);
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break;
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case HLSL_OP1_ROUND:
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assert(type_is_float(dst_type));
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write_sm4_unary_op(buffer, VKD3D_SM4_OP_ROUND_NE, &expr->node, arg1, 0);
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@ -16,7 +16,7 @@ float4 main(uniform float f, uniform int i, uniform uint u, uniform half h) : sv
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[test]
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uniform 0 uint4 123 0xc0000000 456 0x7fd69345
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todo draw quad
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draw quad
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probe (320,240) rgba (123.0, 3221225472.0, 456.0, 2144768896.0)
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@ -31,7 +31,7 @@ float4 main(uniform float2x2 m, uniform float4 v) : sv_target
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uniform 0 uint4 11 12 0 0
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uniform 4 uint4 13 14 0 0
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uniform 8 uint4 20 21 22 23
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todo draw quad
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draw quad
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probe (320,240) rgba (13.0, 21.0, 0.0, 0.0)
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