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vkd3d-shader/d3dbc: Implement HLSL_OP2_LOGIC_OR for SM1.
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Alexandre Julliard
2024-03-27 23:07:31 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/724
@ -2333,6 +2333,10 @@ static void write_sm1_expr(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *b
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}
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break;
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case HLSL_OP2_LOGIC_OR:
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write_sm1_binary_op(ctx, buffer, D3DSIO_MAX, &instr->reg, &arg1->reg, &arg2->reg);
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break;
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case HLSL_OP2_SLT:
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if (ctx->profile->type == VKD3D_SHADER_TYPE_PIXEL)
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hlsl_fixme(ctx, &instr->loc, "Lower SLT instructions for pixel shaders.");
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@ -3622,6 +3622,7 @@ static bool lower_nonfloat_exprs(struct hlsl_ctx *ctx, struct hlsl_ir_node *inst
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case HLSL_OP1_NEG:
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case HLSL_OP2_ADD:
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case HLSL_OP2_DIV:
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case HLSL_OP2_LOGIC_OR:
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case HLSL_OP2_MAX:
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case HLSL_OP2_MIN:
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case HLSL_OP2_MUL:
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