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vkd3d-shader/hlsl: Use elementwise_intrinsic_float_convert_args() in intrinsic_smoothstep().
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Notes:
Henri Verbeet
2024-09-11 15:34:20 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1042
@ -4550,9 +4550,9 @@ static bool intrinsic_smoothstep(struct hlsl_ctx *ctx,
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" return (p * p) * (3 - 2 * p);\n"
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" return (p * p) * (3 - 2 * p);\n"
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"}";
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"}";
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if (!(type = elementwise_intrinsic_get_common_type(ctx, params, loc)))
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if (!elementwise_intrinsic_float_convert_args(ctx, params, loc))
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return false;
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return false;
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type = hlsl_get_numeric_type(ctx, type->class, HLSL_TYPE_FLOAT, type->dimx, type->dimy);
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type = params->args[0]->data_type;
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if (!(body = hlsl_sprintf_alloc(ctx, template, type->name, type->name, type->name, type->name, type->name)))
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if (!(body = hlsl_sprintf_alloc(ctx, template, type->name, type->name, type->name, type->name, type->name)))
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return false;
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return false;
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