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vkd3d-shader/glsl: Implement VKD3DSIH_ILT.
This commit is contained in:
parent
68492e704f
commit
4dec4e9959
Notes:
Henri Verbeet
2024-10-03 19:35:31 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1143
@ -1073,6 +1073,10 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_MAD:
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case VKD3DSIH_MAD:
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shader_glsl_intrinsic(gen, ins, "fma");
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shader_glsl_intrinsic(gen, ins, "fma");
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break;
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break;
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case VKD3DSIH_ILT:
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case VKD3DSIH_LTO:
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shader_glsl_relop(gen, ins, "<", "lessThan");
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break;
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case VKD3DSIH_ISHL:
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case VKD3DSIH_ISHL:
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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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@ -1080,9 +1084,6 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_USHR:
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case VKD3DSIH_USHR:
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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_LTO:
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shader_glsl_relop(gen, ins, "<", "lessThan");
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break;
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case VKD3DSIH_MAX:
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case VKD3DSIH_MAX:
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shader_glsl_intrinsic(gen, ins, "max");
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shader_glsl_intrinsic(gen, ins, "max");
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break;
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break;
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@ -145,19 +145,19 @@ if(sm<4) uniform 0 float 8
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if(sm<4) uniform 4 float 9
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if(sm<4) uniform 4 float 9
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if(sm>=4) uniform 0 int 8
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if(sm>=4) uniform 0 int 8
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if(sm>=4) uniform 1 int 9
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if(sm>=4) uniform 1 int 9
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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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probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
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if(sm<4) uniform 0 float -3
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if(sm<4) uniform 0 float -3
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if(sm<4) uniform 4 float -4
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if(sm<4) uniform 4 float -4
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 1 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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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float 7
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if(sm<4) uniform 0 float 7
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if(sm<4) uniform 4 float 7
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if(sm<4) uniform 4 float 7
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if(sm>=4) uniform 0 int 7
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if(sm>=4) uniform 0 int 7
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if(sm>=4) uniform 1 int 7
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if(sm>=4) uniform 1 int 7
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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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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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@ -171,11 +171,11 @@ if(sm<4) uniform 0 float 5
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if(sm<4) uniform 4 float 0
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if(sm<4) uniform 4 float 0
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if(sm>=4) uniform 0 int 5
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if(sm>=4) uniform 0 int 5
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if(sm>=4) uniform 1 int 0
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if(sm>=4) uniform 1 int 0
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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, 0.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 0.0, 1.0)
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if(sm<4) uniform 0 float -1
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if(sm<4) uniform 0 float -1
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if(sm<4) uniform 4 float 3
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if(sm<4) uniform 4 float 3
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if(sm>=4) uniform 0 int -1
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if(sm>=4) uniform 0 int -1
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if(sm>=4) uniform 1 int 3
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if(sm>=4) uniform 1 int 3
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.0, 1.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 1.0, 0.0, 0.0)
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@ -49,12 +49,12 @@ void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos
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if(sm<4) uniform 0 float 3
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if(sm<4) uniform 0 float 3
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if(sm<4) uniform 4 float 4
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if(sm<4) uniform 4 float 4
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if(sm>=4) uniform 0 int4 3 4 0 0
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if(sm>=4) uniform 0 int4 3 4 0 0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
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probe (0, 0) rgba (0.0, 1.0, 0.0, 1.0)
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if(sm<4) uniform 0 float -2
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if(sm<4) uniform 0 float -2
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if(sm<4) uniform 4 float -2
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if(sm<4) uniform 4 float -2
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if(sm>=4) uniform 0 int4 -2 -2 0 0
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if(sm>=4) uniform 0 int4 -2 -2 0 0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 0.0, 0.0, 1.0)
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probe (0, 0) rgba (1.0, 0.0, 0.0, 1.0)
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