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vkd3d-shader/glsl: Implement VKD3DSIH_INEG.
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parent
e55bc76fd2
commit
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Notes:
Henri Verbeet
2024-10-08 22:11:09 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1155
@ -1189,13 +1189,6 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_IMUL:
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shader_glsl_mul_extended(gen, ins);
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break;
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case VKD3DSIH_ISHL:
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shader_glsl_binop(gen, ins, "<<");
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break;
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case VKD3DSIH_ISHR:
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case VKD3DSIH_USHR:
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shader_glsl_binop(gen, ins, ">>");
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break;
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case VKD3DSIH_MAX:
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shader_glsl_intrinsic(gen, ins, "max");
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break;
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@ -1206,6 +1199,16 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_NEU:
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shader_glsl_relop(gen, ins, "!=", "notEqual");
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break;
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case VKD3DSIH_INEG:
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shader_glsl_unary_op(gen, ins, "-");
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break;
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case VKD3DSIH_ISHL:
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shader_glsl_binop(gen, ins, "<<");
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break;
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case VKD3DSIH_ISHR:
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case VKD3DSIH_USHR:
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shader_glsl_binop(gen, ins, ">>");
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break;
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case VKD3DSIH_ITOF:
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case VKD3DSIH_UTOF:
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shader_glsl_cast(gen, ins, "float", "vec");
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@ -11,77 +11,77 @@ float4 main() : sv_target
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[test]
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uniform 0 uint 0x5140
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba(42.0, 42.0, 42.0, 42.0)
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% zero
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uniform 0 uint 0x0
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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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% negative zero
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uniform 0 uint 0x8000
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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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% subnormal number
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uniform 0 uint 0x1
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba(5.9604645e-08, 5.9604645e-08, 5.9604645e-08, 5.9604645e-08)
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% subnormal number
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uniform 0 uint 0x2
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba(1.1920929e-07, 1.1920929e-07, 1.1920929e-07, 1.1920929e-07)
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% subnormal number
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uniform 0 uint 0x4
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba(2.3841858e-07, 2.3841858e-07, 2.3841858e-07, 2.3841858e-07)
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% subnormal number
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uniform 0 uint 0x8
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba(4.7683716e-07, 4.7683716e-07, 4.7683716e-07, 4.7683716e-07)
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% subnormal number
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uniform 0 uint 0x10
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba(9.536743e-07, 9.536743e-07, 9.536743e-07, 9.536743e-07)
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% subnormal number
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uniform 0 uint 0x20
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba(1.9073486e-06, 1.9073486e-06, 1.9073486e-06, 1.9073486e-06)
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% subnormal number
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uniform 0 uint 0x40
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba(3.8146973e-06, 3.8146973e-06, 3.8146973e-06, 3.8146973e-06)
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% subnormal number
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uniform 0 uint 0x80
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba(7.6293945e-06, 7.6293945e-06, 7.6293945e-06, 7.6293945e-06)
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% subnormal number
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uniform 0 uint 0x100
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba(1.5258789e-05, 1.5258789e-05, 1.5258789e-05, 1.5258789e-05)
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% subnormal number
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uniform 0 uint 0x200
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba(3.0517578e-05, 3.0517578e-05, 3.0517578e-05, 3.0517578e-05)
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% I'd love to use rgba probes here but msvc doesn't scanf infinity :(
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% positive infinity
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uniform 0 uint 0x7c00
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgbaui(0x7f800000, 0x7f800000, 0x7f800000, 0x7f800000)
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% negative infinity
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uniform 0 uint 0xfc00
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgbaui(0xff800000, 0xff800000, 0xff800000, 0xff800000)
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@ -8,13 +8,13 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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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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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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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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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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@ -28,7 +28,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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@ -43,7 +43,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 2.0 0.0 0.0
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uniform 4 float4 3.0 4.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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@ -58,15 +58,15 @@ float4 main() : sv_target
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[test]
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 int4 1 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1, 1, 1, 1)
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if(sm<4) uniform 0 float4 -1 0 0 0
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if(sm>=4) uniform 0 int4 -1 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (-1, -1, -1, -1)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 int4 0 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (0, 0, 0, 0)
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@ -81,7 +81,7 @@ float4 main() : sv_target
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[test]
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if(sm<4) uniform 0 float4 1 2 3 4
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if(sm>=4) uniform 0 int4 1 2 3 4
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1, 1, 1, 1)
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@ -98,5 +98,5 @@ if(sm<4) uniform 0 float4 1 2 0 0
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if(sm<4) uniform 4 float4 3 4 0 0
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if(sm>=4) uniform 0 int4 1 2 0 0
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if(sm>=4) uniform 4 int4 3 4 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1, 1, 1, 1)
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