vkd3d-shader/ir: Introduce VSIR_OP_SATURATE to represent floating-point clamping to [0, 1].

This commit is contained in:
Giovanni Mascellani
2025-10-13 21:45:48 +02:00
committed by Henri Verbeet
parent 9b98761909
commit 835044dd8e
Notes: Henri Verbeet 2025-10-14 16:33:38 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1788
5 changed files with 25 additions and 3 deletions

View File

@@ -6252,13 +6252,12 @@ static void sm6_parser_emit_dx_saturate(struct sm6_parser *sm6, enum dx_intrinsi
struct vkd3d_shader_instruction *ins = state->ins;
struct vkd3d_shader_src_param *src_param;
vsir_instruction_init(ins, &sm6->p.location, VSIR_OP_MOV);
vsir_instruction_init(ins, &sm6->p.location, VSIR_OP_SATURATE);
if (!(src_param = instruction_src_params_alloc(ins, 1, sm6)))
return;
src_param_init_from_value(src_param, operands[0], 0, sm6);
if (instruction_dst_param_init_ssa_scalar(ins, 0, sm6))
ins->dst->modifiers = VKD3DSPDM_SATURATE;
instruction_dst_param_init_ssa_scalar(ins, 0, sm6);
}
static void sm6_parser_emit_dx_split_double(struct sm6_parser *sm6, enum dx_intrinsic_opcode op,