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vkd3d-shader/glsl: Implement VKD3DSIH_UMAX and VKD3DSIH_UMIN.
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Notes:
Henri Verbeet
2024-10-24 21:02:25 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1211
@ -1482,9 +1482,11 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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break;
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break;
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case VKD3DSIH_IMAX:
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case VKD3DSIH_IMAX:
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case VKD3DSIH_MAX:
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case VKD3DSIH_MAX:
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case VKD3DSIH_UMAX:
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shader_glsl_intrinsic(gen, ins, "max");
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shader_glsl_intrinsic(gen, ins, "max");
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break;
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break;
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case VKD3DSIH_MIN:
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case VKD3DSIH_MIN:
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case VKD3DSIH_UMIN:
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shader_glsl_intrinsic(gen, ins, "min");
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shader_glsl_intrinsic(gen, ins, "min");
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break;
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break;
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case VKD3DSIH_IMUL:
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case VKD3DSIH_IMUL:
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@ -101,7 +101,7 @@ uint4 main() : sv_target
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[test]
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[test]
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uniform 0 uint4 1 2 0 0
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uniform 0 uint4 1 2 0 0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgbaui (2, 1, 2, 1)
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probe (0, 0) rgbaui (2, 1, 2, 1)
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[rtv 0]
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[rtv 0]
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