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vkd3d-shader/glsl: Implement VKD3DSIH_FRC.
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Notes:
Henri Verbeet
2024-09-23 15:56:22 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1097
@ -417,6 +417,22 @@ static void shader_glsl_binop(struct vkd3d_glsl_generator *gen,
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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static void shader_glsl_intrinsic(struct vkd3d_glsl_generator *gen,
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const struct vkd3d_shader_instruction *ins, const char *op)
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{
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struct glsl_src src;
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struct glsl_dst dst;
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uint32_t mask;
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mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
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glsl_src_init(&src, gen, &ins->src[0], mask);
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shader_glsl_print_assignment(gen, &dst, "%s(%s)", op, src.str->buffer);
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glsl_src_cleanup(&src, &gen->string_buffers);
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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static void shader_glsl_relop(struct vkd3d_glsl_generator *gen,
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const struct vkd3d_shader_instruction *ins, const char *scalar_op, const char *vector_op)
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{
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@ -614,6 +630,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_DIV:
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shader_glsl_binop(gen, ins, "/");
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break;
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case VKD3DSIH_FRC:
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shader_glsl_intrinsic(gen, ins, "fract");
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break;
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case VKD3DSIH_GEO:
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shader_glsl_relop(gen, ins, ">=", "greaterThanEqual");
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break;
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@ -8,5 +8,5 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -1.1 1.6 1.3 0.5
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.9, 0.6, 0.3, 0.5) 2
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