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vkd3d-shader/d3dbc: Implement HLSL_OP2_LOGIC_AND for SM1.
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Notes:
Alexandre Julliard
2024-03-27 23:07:31 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/724
@ -2333,6 +2333,10 @@ static void write_sm1_expr(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *b
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}
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break;
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case HLSL_OP2_LOGIC_AND:
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write_sm1_binary_op(ctx, buffer, D3DSIO_MIN, &instr->reg, &arg1->reg, &arg2->reg);
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break;
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case HLSL_OP2_LOGIC_OR:
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write_sm1_binary_op(ctx, buffer, D3DSIO_MAX, &instr->reg, &arg1->reg, &arg2->reg);
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break;
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@ -3622,6 +3622,7 @@ static bool lower_nonfloat_exprs(struct hlsl_ctx *ctx, struct hlsl_ir_node *inst
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case HLSL_OP1_NEG:
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case HLSL_OP2_ADD:
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case HLSL_OP2_DIV:
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case HLSL_OP2_LOGIC_AND:
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case HLSL_OP2_LOGIC_OR:
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case HLSL_OP2_MAX:
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case HLSL_OP2_MIN:
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@ -158,7 +158,7 @@ todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 1.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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int a, b;
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float4 main() : SV_TARGET
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@ -171,11 +171,11 @@ if(sm<4) uniform 0 float 5
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if(sm<4) uniform 4 float 0
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if(sm>=4) uniform 0 int 5
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if(sm>=4) uniform 1 int 0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 0.0, 1.0)
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if(sm<4) uniform 0 float -1
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if(sm<4) uniform 4 float 3
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if(sm>=4) uniform 0 int -1
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if(sm>=4) uniform 1 int 3
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 0.0, 0.0)
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@ -58,7 +58,7 @@ todo(glsl) draw quad
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probe all rgba (1.0, 0.0, 0.0, 1.0)
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[vertex shader todo(sm<4)]
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[vertex shader]
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int a, b;
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void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
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@ -75,12 +75,12 @@ void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos
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if(sm<4) uniform 0 float 0
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if(sm<4) uniform 4 float 2
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if(sm>=4) uniform 0 int4 0 2 0 0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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if(sm<4) uniform 0 float -2
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if(sm<4) uniform 4 float 8
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if(sm>=4) uniform 0 int4 -2 8 0 0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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