vkd3d-shader/glsl: Handle integer operands in shader_glsl_movc().

We don't use these yet, but we're about to.
This commit is contained in:
Henri Verbeet
2025-10-07 00:29:25 +02:00
parent 7aa6f4f8b6
commit 433adab6ad
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

View File

@@ -1237,25 +1237,33 @@ static void shader_glsl_mov(struct vkd3d_glsl_generator *gen, const struct vkd3d
static void shader_glsl_movc(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
struct vkd3d_string_buffer *src1, *src2;
unsigned int component_count;
struct glsl_src src[3];
struct glsl_src src[1];
struct glsl_dst dst;
uint32_t mask;
/* Sadly, mix() in unextended GLSL 4.40 can only select between
* floating-point sources. The earliest version able to select between
* integer sources is version 4.50; the same functionality is also
* provided by the EXT_shader_integer_mix extension. */
mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
glsl_src_init(&src[0], gen, &ins->src[0], mask);
glsl_src_init(&src[1], gen, &ins->src[1], mask);
glsl_src_init(&src[2], gen, &ins->src[2], mask);
src1 = vkd3d_string_buffer_get(&gen->string_buffers);
src2 = vkd3d_string_buffer_get(&gen->string_buffers);
shader_glsl_print_src(src1, gen, &ins->src[1], mask, VSIR_DATA_F32);
shader_glsl_print_src(src2, gen, &ins->src[2], mask, VSIR_DATA_F32);
if ((component_count = vsir_write_mask_component_count(mask)) > 1)
shader_glsl_print_assignment(gen, &dst, "mix(%s, %s, bvec%u(%s))",
src[2].str->buffer, src[1].str->buffer, component_count, src[0].str->buffer);
shader_glsl_print_assignment_ext(gen, &dst, VSIR_DATA_F32, "mix(%s, %s, bvec%u(%s))",
src2->buffer, src1->buffer, component_count, src[0].str->buffer);
else
shader_glsl_print_assignment(gen, &dst, "mix(%s, %s, bool(%s))",
src[2].str->buffer, src[1].str->buffer, src[0].str->buffer);
shader_glsl_print_assignment_ext(gen, &dst, VSIR_DATA_F32, "mix(%s, %s, bool(%s))",
src2->buffer, src1->buffer, src[0].str->buffer);
glsl_src_cleanup(&src[2], &gen->string_buffers);
glsl_src_cleanup(&src[1], &gen->string_buffers);
vkd3d_string_buffer_release(&gen->string_buffers, src2);
vkd3d_string_buffer_release(&gen->string_buffers, src1);
glsl_src_cleanup(&src[0], &gen->string_buffers);
glsl_dst_cleanup(&dst, &gen->string_buffers);
}