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vkd3d-shader/d3dbc: Implement HLSL_OP2_LOGIC_AND for SM1.
This commit is contained in:
committed by
Alexandre Julliard
parent
777bf772bf
commit
9a222d2be1
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
@@ -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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