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vkd3d-shader/glsl: Implement VKD3DSIH_ELSE.
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Notes:
Henri Verbeet
2024-10-01 17:35:47 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1134
@ -540,6 +540,13 @@ static void shader_glsl_if(struct vkd3d_glsl_generator *gen, const struct vkd3d_
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++gen->indent;
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}
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static void shader_glsl_else(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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unsigned int i = 4 * (gen->indent - 1);
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vkd3d_string_buffer_printf(gen->buffer, "%*s}\n%*selse\n%*s{\n", i, "", i, "", i, "");
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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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@ -781,6 +788,9 @@ 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_ELSE:
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shader_glsl_else(gen, ins);
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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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@ -11,10 +11,10 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 0.0 0.0 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 (0.9, 0.8, 0.7, 0.6)
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uniform 0 float4 0.1 0.0 0.0 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 (0.1, 0.2, 0.3, 0.4)
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[pixel shader todo(sm<4)]
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@ -43,7 +43,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 0.0 0.0 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 (0.9, 0.8, 0.7, 0.6)
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[pixel shader fail(sm<6)]
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@ -108,7 +108,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
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[pixel shader]
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@ -209,13 +209,13 @@ if(sm<4) uniform 0 float -3
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if(sm<4) uniform 4 float -2
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 1 int -2
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
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if(sm<4) uniform 0 float 4
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if(sm<4) uniform 4 float 4
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if(sm>=4) uniform 0 int 4
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if(sm>=4) uniform 1 int 4
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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@ -79,16 +79,16 @@ float4 main() : sv_target
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[test]
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uniform 0 float 0.1
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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 (0.3, 0.2, 0.6, 0.3) 1
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uniform 0 float 0.4
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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 (0.6, 0.5, 0.6, 0.3) 1
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uniform 0 float 0.6
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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 (0.6, 0.5, 0.4, 0.5) 1
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uniform 0 float 0.8
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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 (0.8, 0.7, 0.4, 0.5) 1
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[pixel shader todo(sm<4)]
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@ -63,10 +63,10 @@ void main(out float4 ret : sv_target)
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[test]
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uniform 0 float 0.2
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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 (0.3, 0.4, 0.5, 0.6)
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uniform 0 float 0.8
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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 (0.1, 0.2, 0.3, 0.4)
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[pixel shader todo(sm<4)]
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@ -204,10 +204,10 @@ void main(out float4 ret : sv_target)
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[test]
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uniform 0 float 0.2
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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 (0.2, 0.2, 0.2, 0.2)
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uniform 0 float 0.8
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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 (0.5, 0.5, 0.5, 0.5)
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[pixel shader todo(sm<4)]
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