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vkd3d-shader/glsl: Implement VKD3DSIH_IF and VKD3DSIH_ENDIF.
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parent
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commit
308121ba04
Notes:
Henri Verbeet
2024-09-30 21:06:22 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1124
@ -514,6 +514,31 @@ static void shader_glsl_cast(struct vkd3d_glsl_generator *gen, const struct vkd3
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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static void shader_glsl_if(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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const char *condition;
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struct glsl_src src;
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glsl_src_init(&src, gen, &ins->src[0], VKD3DSP_WRITEMASK_0);
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shader_glsl_print_indent(gen->buffer, gen->indent);
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condition = ins->flags == VKD3D_SHADER_CONDITIONAL_OP_NZ ? "bool" : "!bool";
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vkd3d_string_buffer_printf(gen->buffer, "if (%s(%s))\n", condition, src.str->buffer);
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glsl_src_cleanup(&src, &gen->string_buffers);
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "{\n");
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++gen->indent;
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}
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static void shader_glsl_endif(struct vkd3d_glsl_generator *gen)
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{
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--gen->indent;
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "}\n");
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}
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static void shader_glsl_mov(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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struct glsl_src src;
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@ -722,6 +747,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_DP4:
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shader_glsl_dot(gen, ins, VKD3DSP_WRITEMASK_ALL);
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break;
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case VKD3DSIH_ENDIF:
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shader_glsl_endif(gen);
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break;
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case VKD3DSIH_IEQ:
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shader_glsl_relop(gen, ins, "==", "equal");
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break;
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@ -740,6 +768,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_GEO:
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shader_glsl_relop(gen, ins, ">=", "greaterThanEqual");
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break;
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case VKD3DSIH_IF:
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shader_glsl_if(gen, ins);
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break;
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case VKD3DSIH_LTO:
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shader_glsl_relop(gen, ins, "<", "lessThan");
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break;
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@ -17,10 +17,10 @@ float4 main() : sv_target
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[test]
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uniform 0 float 0.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
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uniform 0 float 1.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (-2.0, -2.0, -2.0, -2.0)
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@ -43,10 +43,10 @@ float4 main() : sv_target
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[test]
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uniform 0 float 0.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
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uniform 0 float 1.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (20.0, 20.0, 20.0, 20.0)
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@ -69,8 +69,8 @@ float4 main() : sv_target
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[test]
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uniform 0 float 0.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 4.0, 0.0, 0.0)
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uniform 0 float 1.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 40.0, 0.0, 0.0)
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