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vkd3d-shader/hlsl: Store SM4 MUL in the vsir program.
This commit is contained in:
committed by
Henri Verbeet
parent
e4d36bd855
commit
24f4308982
Notes:
Henri Verbeet
2024-11-06 23:02:23 +01:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1251
@ -8392,6 +8392,25 @@ static bool sm4_generate_vsir_instr_expr(struct hlsl_ctx *ctx,
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return false;
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}
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case HLSL_OP2_MUL:
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switch (dst_type->e.numeric.type)
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{
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case HLSL_TYPE_FLOAT:
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generate_vsir_instr_expr_single_instr_op(ctx, program, expr, VKD3DSIH_MUL, 0, 0, true);
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return true;
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case HLSL_TYPE_INT:
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case HLSL_TYPE_UINT:
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/* Using IMUL instead of UMUL because we're taking the low
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* bits, and the native compiler generates IMUL. */
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sm4_generate_vsir_expr_with_two_destinations(ctx, program, VKD3DSIH_IMUL, expr, 1);
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return true;
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default:
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hlsl_fixme(ctx, &expr->node.loc, "SM4 %s multiplication expression.", dst_type_name);
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return false;
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}
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case HLSL_OP2_NEQUAL:
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VKD3D_ASSERT(dst_type->e.numeric.type == HLSL_TYPE_BOOL);
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