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vkd3d-shader/glsl: Implement VKD3DSIH_MAX.
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Notes:
Henri Verbeet
2024-10-01 17:35:47 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1134
@ -455,16 +455,24 @@ static void shader_glsl_dot(struct vkd3d_glsl_generator *gen,
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static void shader_glsl_intrinsic(struct vkd3d_glsl_generator *gen,
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static void shader_glsl_intrinsic(struct vkd3d_glsl_generator *gen,
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const struct vkd3d_shader_instruction *ins, const char *op)
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const struct vkd3d_shader_instruction *ins, const char *op)
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{
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{
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struct vkd3d_string_buffer *args;
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struct glsl_src src;
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struct glsl_src src;
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struct glsl_dst dst;
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struct glsl_dst dst;
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unsigned int i;
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uint32_t mask;
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uint32_t mask;
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mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
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mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
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glsl_src_init(&src, gen, &ins->src[0], mask);
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args = vkd3d_string_buffer_get(&gen->string_buffers);
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shader_glsl_print_assignment(gen, &dst, "%s(%s)", op, src.str->buffer);
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for (i = 0; i < ins->src_count; ++i)
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{
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glsl_src_init(&src, gen, &ins->src[i], mask);
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vkd3d_string_buffer_printf(args, "%s%s", i ? ", " : "", src.str->buffer);
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glsl_src_cleanup(&src, &gen->string_buffers);
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}
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shader_glsl_print_assignment(gen, &dst, "%s(%s)", op, args->buffer);
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glsl_src_cleanup(&src, &gen->string_buffers);
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vkd3d_string_buffer_release(&gen->string_buffers, args);
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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}
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@ -784,6 +792,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_LTO:
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case VKD3DSIH_LTO:
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shader_glsl_relop(gen, ins, "<", "lessThan");
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shader_glsl_relop(gen, ins, "<", "lessThan");
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break;
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break;
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case VKD3DSIH_MAX:
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shader_glsl_intrinsic(gen, ins, "max");
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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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@ -8,17 +8,17 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 -0.1 10.0 0.0 0.0
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uniform 0 float4 -0.1 10.0 0.0 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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[test]
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[test]
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uniform 0 float4 1.2 -0.1 0.0 0.0
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uniform 0 float4 1.2 -0.1 0.0 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, 1.2, 0.0, 1.0)
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probe (0, 0) rgba (1.0, 1.2, 0.0, 1.0)
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[test]
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[test]
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uniform 0 float4 1.2 2.0 3.0 0.0
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uniform 0 float4 1.2 2.0 3.0 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, 1.2, 8.0, 1.0)
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probe (0, 0) rgba (1.0, 1.2, 8.0, 1.0)
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[pixel shader]
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[pixel shader]
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@ -31,7 +31,7 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 1.2 2.0 3.0 0.0
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uniform 0 float4 1.2 2.0 3.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (2.0, 2.4, 16.0, 2.0)
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probe (0, 0) rgba (2.0, 2.4, 16.0, 2.0)
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[pixel shader fail]
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[pixel shader fail]
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@ -8,7 +8,7 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 0.7 -0.1 0.0 0.0
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uniform 0 float4 0.7 -0.1 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.7, 2.1, 2.0, -1.0)
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probe (0, 0) rgba (0.7, 2.1, 2.0, -1.0)
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@ -24,7 +24,7 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 0.7 -0.1 0.4 0.8
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uniform 0 float4 0.7 -0.1 0.4 0.8
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.7, 0.8, 0.7, 0.2)
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probe (0, 0) rgba (0.7, 0.8, 0.7, 0.2)
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