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:
Nikolay Sivov
2023-09-09 20:08:52 +02:00
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
5 changed files with 69 additions and 26 deletions

View File

@@ -109,3 +109,17 @@ float4 main() : SV_TARGET
[test]
draw quad
probe all rgba (-2147483648.0, -2147483648.0, -2147483648.0, -2147483648.0)
[pixel shader]
float4 main() : sv_target
{
int2 x = {5, 15};
int2 y = {2, 5};
int2 z = {3, 8};
return float4(x / y, z % y);
}
[test]
draw quad
probe all rgba (2.0, 3.0, 1.0, 3.0)