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vkd3d-shader/hlsl: Use conditional moves for arithmetic operators instead of branching.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
committed by
Alexandre Julliard
parent
34b1c0fe5d
commit
6d1ba83856
Notes:
Alexandre Julliard
2023-09-22 22:46:41 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/336
@@ -50,6 +50,19 @@ float4 main() : SV_TARGET
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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float4 main() : sv_target
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{
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float4 x = {5.0, -42.1, 4.0, 45.0};
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float4 y = {15.0, -5.0, 4.1, 5.0};
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return x % y;
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}
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[test]
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draw quad
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probe all rgba (5.0, -2.1, 4.0, 0.0) 4
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[require]
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% Infinities are not allowed in SM1
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shader model >= 4.0
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