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vkd3d-shader/msl: Implement VSIR_OP_DSX_FINE and VSIR_OP_DSY_FINE.
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Notes:
Henri Verbeet
2025-06-25 17:09:09 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1600
@@ -1320,6 +1320,7 @@ static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d
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break;
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case VSIR_OP_DSX:
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case VSIR_OP_DSX_COARSE:
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case VSIR_OP_DSX_FINE:
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/* dfdx() and dfdy() are specified to return "a high precision
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* partial derivative", which would seem to correspond to
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* DSX_FINE/DSY_FINE. As of MSL 3.2, coarse/fast variants don't
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@@ -1328,6 +1329,7 @@ static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d
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break;
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case VSIR_OP_DSY:
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case VSIR_OP_DSY_COARSE:
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case VSIR_OP_DSY_FINE:
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msl_intrinsic(gen, ins, "dfdy");
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break;
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case VSIR_OP_ELSE:
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@@ -74,7 +74,7 @@ float4 main(float4 pos : sv_position) : sv_target
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}
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[test]
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todo(glsl | msl) draw quad
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todo(glsl) draw quad
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probe (10, 10) rgba (-0.524999976, -0.164999843, 0.104999900, 0.0) 16
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probe (11, 10) rgba (-0.689999819, -0.164999843, 0.114999890, 0.0) 32
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probe (10, 11) rgba (-0.420000076, -0.154999852, 0.104999900, 0.0) 32
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