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vkd3d-shader/hlsl: Support refract() intrinsic.
With some changes by Giovanni Mascellani.
This commit is contained in:
committed by
Alexandre Julliard
parent
fd9e1a87ff
commit
8d78e3a821
Notes:
Alexandre Julliard
2024-04-11 17:05:13 -05:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/769
@@ -1,4 +1,4 @@
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@@ -12,13 +12,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@@ -34,13 +34,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@@ -55,13 +55,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@@ -76,13 +76,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (-0.519904912, -0.4332699, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@@ -98,13 +98,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-0.524978, 0.0, 0.0, 0.0) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 r;
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float4 n;
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float i;
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@@ -118,13 +118,13 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float 0.2
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-0.5562381, -0.6762381, -0.6162381, -0.5962381) 32
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uniform 8 float 100.0
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todo(sm<6 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail(sm>=6) todo(sm<6)]
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[pixel shader fail(sm>=6)]
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float4 r;
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float4 n;
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float4 i;
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@@ -138,10 +138,10 @@ float4 main() : sv_target
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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uniform 8 float4 0.2 0.3 0.4 0.5
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if(sm<6) todo(sm<6 | glsl) draw quad
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if(sm<6) todo(glsl) draw quad
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if(sm<6) probe all rgba (-0.550931, -0.453954, 0.3654653, -1.0248856) 32
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uniform 8 float 100.0
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if(sm<6) todo(sm<6 | glsl) draw quad
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if(sm<6) todo(glsl) draw quad
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if(sm<6) probe all rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader fail]
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