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vkd3d-shader/hlsl: Preserve halves in intrinsic_step().
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Notes:
Henri Verbeet
2024-09-11 15:34:20 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1042
@ -4583,13 +4583,12 @@ static bool intrinsic_step(struct hlsl_ctx *ctx,
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if (!elementwise_intrinsic_float_convert_args(ctx, params, loc))
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if (!elementwise_intrinsic_float_convert_args(ctx, params, loc))
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return false;
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return false;
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type = params->args[0]->data_type;
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if (!(ge = add_binary_comparison_expr(ctx, params->instrs, HLSL_OP2_GEQUAL,
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if (!(ge = add_binary_comparison_expr(ctx, params->instrs, HLSL_OP2_GEQUAL,
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params->args[1], params->args[0], loc)))
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params->args[1], params->args[0], loc)))
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return false;
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return false;
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type = ge->data_type;
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type = hlsl_get_numeric_type(ctx, type->class, HLSL_TYPE_FLOAT, type->dimx, type->dimy);
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return !!add_implicit_conversion(ctx, params->instrs, ge, type, loc);
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return !!add_implicit_conversion(ctx, params->instrs, ge, type, loc);
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}
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}
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