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vkd3d-shader/hlsl: Add texCUBE() function.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Notes:
Alexandre Julliard
2023-08-29 22:15:45 +02:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/314
@ -3478,6 +3478,12 @@ static bool intrinsic_tex3D(struct hlsl_ctx *ctx,
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return intrinsic_tex(ctx, params, loc, "tex3D", HLSL_SAMPLER_DIM_3D);
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}
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static bool intrinsic_texCUBE(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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return intrinsic_tex(ctx, params, loc, "texCUBE", HLSL_SAMPLER_DIM_CUBE);
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}
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static bool intrinsic_transpose(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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@ -3648,6 +3654,7 @@ intrinsic_functions[] =
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{"step", 2, true, intrinsic_step},
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{"tex2D", -1, false, intrinsic_tex2D},
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{"tex3D", -1, false, intrinsic_tex3D},
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{"texCUBE", -1, false, intrinsic_texCUBE},
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{"transpose", 1, true, intrinsic_transpose},
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{"trunc", 1, true, intrinsic_trunc},
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};
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@ -49,3 +49,14 @@ float4 main() : sv_target
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{
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return tex2D(s, float2(0.0, 0.0)) + tex3D(s, float3(0.0, 0.0, 0.0));
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}
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[require]
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options: backcompat
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[pixel shader]
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samplerCUBE s;
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float4 main() : sv_target
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{
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return texCUBE(s, float3(0.0, 0.0, 0.0));
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}
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