vkd3d-shader/msl: Implement VSIR_OP_DSX_COARSE and VSIR_OP_DSY_COARSE.

This commit is contained in:
Henri Verbeet
2025-05-28 15:06:38 +02:00
parent 06a0453762
commit b9ce945e61
Notes: Henri Verbeet 2025-06-25 17:09:09 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1600
2 changed files with 7 additions and 1 deletions

View File

@@ -1319,9 +1319,15 @@ static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d
msl_dot(gen, ins, VKD3DSP_WRITEMASK_ALL);
break;
case VSIR_OP_DSX:
case VSIR_OP_DSX_COARSE:
/* dfdx() and dfdy() are specified to return "a high precision
* partial derivative", which would seem to correspond to
* DSX_FINE/DSY_FINE. As of MSL 3.2, coarse/fast variants don't
* appear to be available. */
msl_intrinsic(gen, ins, "dfdx");
break;
case VSIR_OP_DSY:
case VSIR_OP_DSY_COARSE:
msl_intrinsic(gen, ins, "dfdy");
break;
case VSIR_OP_ELSE:

View File

@@ -55,7 +55,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
todo(glsl | msl) draw quad
todo(glsl) draw quad
probe (10, 10) rgba (-16.0, -5.0, 3.0, 0.0)
probe (11, 10) rgba (-21.0, -5.0, 3.0, 0.0)
probe (10, 11) rgba (-13.0, -5.0, 3.0, 0.0)