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vkd3d-shader/d3dbc: Support SM1 if conditionals.
According to the documentation, if_comp is available from 2_x pixel and vertex shaders and, unlike "if bool" it doesn't expect a constant boolean register (from the input signature), so: if_neq cond -cond seems like a convenient way to write these, for profiles above 2.0.
This commit is contained in:
committed by
Alexandre Julliard
parent
d2427ea1bd
commit
5e3515f191
Notes:
Alexandre Julliard
2024-04-25 00:12:42 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Zebediah Figura (@zfigura) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/794
@@ -75,7 +75,7 @@ float main() : sv_target
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shader model >= 3.0
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float a;
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float4 main() : sv_target
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@@ -87,14 +87,14 @@ float4 main() : sv_target
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[test]
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uniform 0 float -2
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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, 2, 3, 4)
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uniform 0 float 10
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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 (10, 20, 30, 40)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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@@ -108,7 +108,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 0.0 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 (0.9, 0.8, 0.7, 0.6)
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[pixel shader]
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@@ -129,7 +129,7 @@ todo(glsl) draw quad
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probe all rgba (9.0, 10.0, 11.0, 12.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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int a, b;
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float4 main() : sv_target
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@@ -145,23 +145,23 @@ if(sm<4) uniform 0 float 8
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if(sm<4) uniform 4 float 9
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if(sm>=4) uniform 0 int 8
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if(sm>=4) uniform 1 int 9
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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 float -3
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if(sm<4) uniform 4 float -4
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 1 int -4
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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 float 7
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if(sm<4) uniform 4 float 7
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if(sm>=4) uniform 0 int 7
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if(sm>=4) uniform 1 int 7
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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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[pixel shader todo(sm<4)]
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[pixel shader]
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int a, b;
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float4 main() : sv_target
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@@ -177,23 +177,23 @@ if(sm<4) uniform 0 float 8
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if(sm<4) uniform 4 float 9
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if(sm>=4) uniform 0 int 8
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if(sm>=4) uniform 1 int 9
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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 float -3
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if(sm<4) uniform 4 float -4
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 1 int -4
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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 float 7
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if(sm<4) uniform 4 float 7
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if(sm>=4) uniform 0 int 7
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if(sm>=4) uniform 1 int 7
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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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[pixel shader todo(sm<4)]
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[pixel shader]
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int a, b;
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float4 main() : sv_target
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@@ -209,13 +209,13 @@ if(sm<4) uniform 0 float -3
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if(sm<4) uniform 4 float -2
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 1 int -2
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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 float 4
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if(sm<4) uniform 4 float 4
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if(sm>=4) uniform 0 int 4
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if(sm>=4) uniform 1 int 4
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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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