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vkd3d-shader/glsl: Implement VKD3DSIH_FTOU.
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Notes:
Henri Verbeet
2024-09-24 14:10:34 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1106
@@ -686,6 +686,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_FTOI:
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case VKD3DSIH_FTOI:
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shader_glsl_cast(gen, ins, "int", "ivec");
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shader_glsl_cast(gen, ins, "int", "ivec");
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break;
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break;
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case VKD3DSIH_FTOU:
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shader_glsl_cast(gen, ins, "uint", "uvec");
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break;
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case VKD3DSIH_GEO:
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case VKD3DSIH_GEO:
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shader_glsl_relop(gen, ins, ">=", "greaterThanEqual");
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shader_glsl_relop(gen, ins, ">=", "greaterThanEqual");
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break;
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break;
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@@ -25,7 +25,7 @@ uniform 0 float 2.6
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uniform 1 int 2
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uniform 1 int 2
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uniform 2 int -2
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uniform 2 int -2
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uniform 3 float -3.6
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uniform 3 float -3.6
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
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probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
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