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vkd3d-shader/hlsl: Implement the sincos() intrinsic.
This commit is contained in:
committed by
Henri Verbeet
parent
384810b4ba
commit
855b9713b8
Notes:
Henri Verbeet
2024-09-04 18:49:35 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1009
@@ -126,3 +126,50 @@ probe (0, 0) rgba (-0.91715234, -0.5, 0.5, 0.91715234) 2
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uniform 0 float4 -10.0 -0.0 0.0 10.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-1.0, 0.0, 0.0, 1.0) 1
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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{
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float sin_out, cos_out;
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sincos(a.x, sin_out, cos_out);
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return float4(sin_out, cos_out, 0.0, 0.0);
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}
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[test]
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uniform 0 float4 7.604 0 0 0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.968916833, 0.2473865, 0, 0) 1024
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uniform 0 float4 -10.0 0 0 0
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todo(glsl) draw quad
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probe (0, 0) rgba (0.544020891, -0.839071631, 0.0, 0.0) 1024
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[pixel shader fail]
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float4 main() : sv_target
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{
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// Make sure `out` variables don't work with literals
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sincos(12345.0, 10.0, 20.0);
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return float4(6789);
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[pixel shader fail]
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float4 main() : sv_target
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{
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// sincos returns void.
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float s, c;
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float err = sincos(12345.0, s, c);
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return float4(6789);
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}
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[pixel shader todo]
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float4 main() : sv_target
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{
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int sin_out, cos_out;
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sincos(30, sin_out, cos_out);
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return float4(sin_out, cos_out, 0, 0);
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}
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[test]
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todo(sm<6 | glsl) draw quad
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probe (0, 0) rgba (0, 0, 0, 0);
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