vkd3d-shader/hlsl: Use LOGIC_OR instead of BIT_OR in any().

Note that BIT_OR is not available for SM1 bools, so we must prefer
LOGIC_OR when possible.
This commit is contained in:
Francisco Casas
2024-03-04 18:56:23 -03:00
committed by Alexandre Julliard
parent 2621fc9572
commit 53e4d6eedb
Notes: Alexandre Julliard 2024-04-09 15:44:37 -05:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/744
2 changed files with 49 additions and 61 deletions

View File

@@ -49,7 +49,7 @@ todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader todo(sm<4)]
[pixel shader]
uniform uint4 b;
float4 main() : sv_target
@@ -60,30 +60,30 @@ float4 main() : sv_target
[test]
if(sm<4) uniform 0 float4 1 1 1 1
if(sm>=4) uniform 0 uint4 1 1 1 1
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 1 0 0
if(sm>=4) uniform 0 uint4 0 1 0 0
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 1 0
if(sm>=4) uniform 0 uint4 0 0 1 0
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 1
if(sm>=4) uniform 0 uint4 0 0 0 1
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader todo(sm<4)]
[pixel shader]
uniform uint b;
float4 main() : sv_target
@@ -94,9 +94,9 @@ float4 main() : sv_target
[test]
if(sm<4) uniform 0 float4 1 0 0 0
if(sm>=4) uniform 0 uint4 1 0 0 0
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0, 1.0)
if(sm<4) uniform 0 float4 0 0 0 0
if(sm>=4) uniform 0 uint4 0 0 0 0
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)