vkd3d-shader/msl: Implement VSIR_OP_COS.

This commit is contained in:
Henri Verbeet
2025-09-22 16:25:17 +02:00
parent acccbc483e
commit 3794411d95
Notes: Henri Verbeet 2025-09-29 13:05:30 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1753
2 changed files with 5 additions and 3 deletions

View File

@@ -1472,6 +1472,9 @@ static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d
case VSIR_OP_CONTINUE: case VSIR_OP_CONTINUE:
msl_continue(gen); msl_continue(gen);
break; break;
case VSIR_OP_COS:
msl_intrinsic(gen, ins, "cos");
break;
case VSIR_OP_DCL_INDEXABLE_TEMP: case VSIR_OP_DCL_INDEXABLE_TEMP:
msl_dcl_indexable_temp(gen, ins); msl_dcl_indexable_temp(gen, ins);
break; break;

View File

@@ -56,9 +56,8 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449 uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
todo(msl) draw quad draw quad
probe (0, 0) rgba (1000.0, 707.0, -0.0, -707.0) probe (0, 0) f32(1000.0, 707.0, -0.0, -707.0)
[pixel shader] [pixel shader]
uniform float4 a; uniform float4 a;