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vkd3d-shader/glsl: Implement VKD3DSIH_IGE.
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Notes:
Henri Verbeet
2024-10-03 19:35:31 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1143
@ -1064,6 +1064,7 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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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_IGE:
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shader_glsl_relop(gen, ins, ">=", "greaterThanEqual");
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break;
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case VKD3DSIH_IF:
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@ -177,19 +177,19 @@ 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(glsl) draw quad
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draw quad
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probe (0, 0) 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(glsl) draw quad
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draw quad
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probe (0, 0) 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(glsl) draw quad
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draw quad
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probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
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