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vkd3d-shader/hlsl: Implement loop unrolling.
Based on a patch by Nikolay Sivov. Co-authored-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
committed by
Henri Verbeet
parent
7edd7dcf79
commit
2034a8bab9
Notes:
Henri Verbeet
2024-07-11 00:40:50 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/786
@@ -124,7 +124,7 @@ uniform 0 float 0.9
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0.4, 0.5, 0.6, 0.7) 1
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[pixel shader todo(sm<4)]
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[pixel shader]
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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@@ -138,7 +138,7 @@ void main(out float4 ret : sv_target)
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}
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[test]
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (0.2, 0.4, 0.6, 0.8)
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[pixel shader todo(sm<4)]
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