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vkd3d-shader/glsl: Implement VKD3DSIH_EQO.
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Notes:
Henri Verbeet
2024-10-07 17:53:05 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1145
@ -1079,6 +1079,7 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_ENDIF:
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case VKD3DSIH_ENDIF:
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shader_glsl_endif(gen);
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shader_glsl_endif(gen);
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break;
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break;
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case VKD3DSIH_EQO:
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case VKD3DSIH_IEQ:
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case VKD3DSIH_IEQ:
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shader_glsl_relop(gen, ins, "==", "equal");
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shader_glsl_relop(gen, ins, "==", "equal");
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break;
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break;
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@ -55,7 +55,7 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 0.0 1.5 1.5 0.0
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uniform 0 float4 0.0 1.5 1.5 0.0
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todo(glsl) draw quad
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draw quad
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% SM1-3 apparently treats '0/0' as zero.
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% SM1-3 apparently treats '0/0' as zero.
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if(sm<4) todo probe (0,0) rgba (1010101.0, 11001100.0, 1101001.0, 11.0)
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if(sm<4) todo probe (0,0) rgba (1010101.0, 11001100.0, 1101001.0, 11.0)
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% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
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% SM4-5 optimises away the 'not' by inverting the condition, even though this is invalid for NaN.
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