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vkd3d-shader/glsl: Implement VKD3DSIH_GEO.
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Notes:
Henri Verbeet
2024-09-23 15:56:22 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1097
@ -614,6 +614,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_DIV:
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case VKD3DSIH_DIV:
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shader_glsl_binop(gen, ins, "/");
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shader_glsl_binop(gen, ins, "/");
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break;
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break;
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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_INE:
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case VKD3DSIH_INE:
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case VKD3DSIH_NEU:
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case VKD3DSIH_NEU:
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shader_glsl_relop(gen, ins, "!=", "notEqual");
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shader_glsl_relop(gen, ins, "!=", "notEqual");
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@ -9,7 +9,7 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 5.0 -2.6 3.0 2.0
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uniform 0 float4 5.0 -2.6 3.0 2.0
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uniform 4 float4 1.0 -4.3 3.0 4.0
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uniform 4 float4 1.0 -4.3 3.0 4.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)
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probe (0, 0) rgba (0.0, 0.0, 1.0, 1.0)
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