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vkd3d-shader/hlsl: Lower SLT instructions for pixel shaders.
Properly passing the inverse-trig.shader_test tests whose qualifiers have been removed requires making spirv.c capable of handling ABS. The same happens for the ps_3_0 equality test in float-comparison.shader_test.
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committed by
Alexandre Julliard
parent
4133c4d801
commit
5c986b9cde
Notes:
Alexandre Julliard
2024-03-14 23:24:02 +01:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/706
@@ -3,7 +3,7 @@
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% implementations. DXIL defines intrinsics for inverse trig, to be implemented
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% by the backend.
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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@@ -32,7 +32,7 @@ uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0) 128
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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