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vkd3d-shader/hlsl: Handle scalar values in ternaries.
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Notes:
Alexandre Julliard
2024-01-18 23:20:41 +01:00
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/571
@ -4115,6 +4115,11 @@ static bool add_ternary(struct hlsl_ctx *ctx, struct hlsl_block *block,
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if (!(cond = add_implicit_conversion(ctx, block, cond, cond_type, &cond->loc)))
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return false;
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}
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else if (common_type->dimx == 1 && common_type->dimy == 1)
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{
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common_type = hlsl_get_numeric_type(ctx, cond_type->class,
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common_type->base_type, cond_type->dimx, cond_type->dimy);
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}
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if (!(first = add_implicit_conversion(ctx, block, first, common_type, &first->loc)))
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return false;
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@ -282,7 +282,7 @@ draw quad
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probe all rgba (5.0, 6.0, 7.0, 8.0)
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[pixel shader todo]
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[pixel shader]
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uniform float4 cond;
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uniform float4 a, b;
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@ -296,11 +296,11 @@ float4 main() : sv_target
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uniform 0 float4 1.0 0.0 1.0 0.0
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uniform 4 float4 1.0 2.0 3.0 4.0
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uniform 8 float4 5.0 6.0 7.0 8.0
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todo draw quad
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draw quad
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probe all rgba (1.0, 5.0, 1.0, 5.0)
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[pixel shader todo]
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[pixel shader]
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// "scalar" can mean any 1-component numeric type.
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static float4 cond = {1, 0, 0, 1};
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@ -313,7 +313,7 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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draw quad
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probe all rgba (2.0, 3.0, 3.0, 2.0)
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