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vkd3d-shader/hlsl: Treat half as float for casts.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Notes:
Alexandre Julliard
2023-04-06 22:23:27 +02:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/145
@ -1581,6 +1581,7 @@ static void write_sm4_cast(struct hlsl_ctx *ctx,
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switch (dst_type->base_type)
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{
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case HLSL_TYPE_HALF:
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case HLSL_TYPE_FLOAT:
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switch (src_type->base_type)
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{
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@ -1662,10 +1663,6 @@ static void write_sm4_cast(struct hlsl_ctx *ctx,
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}
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break;
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case HLSL_TYPE_HALF:
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hlsl_fixme(ctx, &expr->node.loc, "SM4 cast to half.");
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break;
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case HLSL_TYPE_DOUBLE:
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hlsl_fixme(ctx, &expr->node.loc, "SM4 cast to double.");
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break;
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@ -1,7 +1,7 @@
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[require]
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shader model >= 4.0
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[pixel shader todo]
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[pixel shader]
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float4 main(uniform int i, uniform uint u, uniform bool b, uniform float f) : sv_target
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{
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@ -13,7 +13,7 @@ uniform 0 int -1
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uniform 1 uint 3
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uniform 2 int -2
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uniform 3 float 0.5
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todo draw quad
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draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader]
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