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vkd3d-shader/glsl: Implement VKD3DSIH_OR.
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Notes:
Henri Verbeet
2024-09-20 17:32:27 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1091
@ -618,6 +618,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_MUL:
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case VKD3DSIH_MUL:
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shader_glsl_binop(gen, ins, "*");
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shader_glsl_binop(gen, ins, "*");
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break;
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break;
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case VKD3DSIH_OR:
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shader_glsl_binop(gen, ins, "|");
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break;
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case VKD3DSIH_RET:
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case VKD3DSIH_RET:
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shader_glsl_ret(gen, ins);
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shader_glsl_ret(gen, ins);
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break;
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break;
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@ -8,25 +8,25 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 1.0 1.0 1.0 1.0
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uniform 0 float4 1.0 1.0 1.0 1.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 0.0 1.0 0.0 0.0
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uniform 0 float4 0.0 1.0 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 0.0 0.0 1.0 0.0
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uniform 0 float4 0.0 0.0 1.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 0.0 0.0 0.0 1.0
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uniform 0 float4 0.0 0.0 0.0 1.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 0.0 0.0 0.0 0.0
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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uniform 0 float4 -1.0 -1.0 -1.0 -1.0
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uniform 0 float4 -1.0 -1.0 -1.0 -1.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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[pixel shader]
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@ -60,27 +60,27 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 1 1 1 1
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if(sm<4) uniform 0 float4 1 1 1 1
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if(sm>=4) uniform 0 uint4 1 1 1 1
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if(sm>=4) uniform 0 uint4 1 1 1 1
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float4 0 1 0 0
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if(sm<4) uniform 0 float4 0 1 0 0
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if(sm>=4) uniform 0 uint4 0 1 0 0
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if(sm>=4) uniform 0 uint4 0 1 0 0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float4 0 0 1 0
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if(sm<4) uniform 0 float4 0 0 1 0
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if(sm>=4) uniform 0 uint4 0 0 1 0
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if(sm>=4) uniform 0 uint4 0 0 1 0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float4 0 0 0 1
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if(sm<4) uniform 0 float4 0 0 0 1
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if(sm>=4) uniform 0 uint4 0 0 0 1
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if(sm>=4) uniform 0 uint4 0 0 0 1
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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[pixel shader]
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