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