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vkd3d-shader/glsl: Handle integer operands in shader_glsl_movc().
We don't use these yet, but we're about to.
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Notes:
Henri Verbeet
2025-10-13 19:32:21 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1775
@@ -1237,25 +1237,33 @@ static void shader_glsl_mov(struct vkd3d_glsl_generator *gen, const struct vkd3d
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static void shader_glsl_movc(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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struct vkd3d_string_buffer *src1, *src2;
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unsigned int component_count;
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struct glsl_src src[3];
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struct glsl_src src[1];
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struct glsl_dst dst;
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uint32_t mask;
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/* Sadly, mix() in unextended GLSL 4.40 can only select between
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* floating-point sources. The earliest version able to select between
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* integer sources is version 4.50; the same functionality is also
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* provided by the EXT_shader_integer_mix extension. */
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mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
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glsl_src_init(&src[0], gen, &ins->src[0], mask);
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glsl_src_init(&src[1], gen, &ins->src[1], mask);
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glsl_src_init(&src[2], gen, &ins->src[2], mask);
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src1 = vkd3d_string_buffer_get(&gen->string_buffers);
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src2 = vkd3d_string_buffer_get(&gen->string_buffers);
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shader_glsl_print_src(src1, gen, &ins->src[1], mask, VSIR_DATA_F32);
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shader_glsl_print_src(src2, gen, &ins->src[2], mask, VSIR_DATA_F32);
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if ((component_count = vsir_write_mask_component_count(mask)) > 1)
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shader_glsl_print_assignment(gen, &dst, "mix(%s, %s, bvec%u(%s))",
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src[2].str->buffer, src[1].str->buffer, component_count, src[0].str->buffer);
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shader_glsl_print_assignment_ext(gen, &dst, VSIR_DATA_F32, "mix(%s, %s, bvec%u(%s))",
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src2->buffer, src1->buffer, component_count, src[0].str->buffer);
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else
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shader_glsl_print_assignment(gen, &dst, "mix(%s, %s, bool(%s))",
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src[2].str->buffer, src[1].str->buffer, src[0].str->buffer);
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shader_glsl_print_assignment_ext(gen, &dst, VSIR_DATA_F32, "mix(%s, %s, bool(%s))",
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src2->buffer, src1->buffer, src[0].str->buffer);
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glsl_src_cleanup(&src[2], &gen->string_buffers);
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glsl_src_cleanup(&src[1], &gen->string_buffers);
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vkd3d_string_buffer_release(&gen->string_buffers, src2);
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vkd3d_string_buffer_release(&gen->string_buffers, src1);
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glsl_src_cleanup(&src[0], &gen->string_buffers);
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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