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vkd3d-shader/hlsl: Fold constant casts from int to uint.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -724,6 +724,31 @@ static bool fold_constants(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, voi
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{
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switch (expr->op)
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{
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case HLSL_OP1_CAST:
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if (instr->data_type->dimx != arg1->node.data_type->dimx
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|| instr->data_type->dimy != arg1->node.data_type->dimy)
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{
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FIXME("Cast from %s to %s.\n", debug_hlsl_type(ctx, arg1->node.data_type),
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debug_hlsl_type(ctx, instr->data_type));
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vkd3d_free(res);
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return false;
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}
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switch (arg1->node.data_type->base_type)
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{
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case HLSL_TYPE_INT:
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for (i = 0; i < dimx; ++i)
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res->value[i].i = arg1->value[i].u;
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break;
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default:
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FIXME("Cast from %s to %s.\n", debug_hlsl_type(ctx, arg1->node.data_type),
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debug_hlsl_type(ctx, instr->data_type));
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vkd3d_free(res);
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return false;
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}
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break;
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case HLSL_OP1_NEG:
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for (i = 0; i < instr->data_type->dimx; ++i)
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res->value[i].u = -arg1->value[i].u;
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