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vkd3d-shader/hlsl: Implement hyperbolic sin and cos.
This commit is contained in:
committed by
Alexandre Julliard
parent
2b7d9790d6
commit
c4182cc272
Notes:
Alexandre Julliard
2024-04-15 22:22:07 +02:00
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/740
@@ -76,7 +76,7 @@ todo(sm<4 | glsl) draw quad
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probe all rgba (0, 1000, -1000.0, 0)
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[pixel shader todo]
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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@@ -86,15 +86,15 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -6.28318531 -0.88137359 0.88137359 6.28318531
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todo(sm<6) draw quad
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todo(glsl) draw quad
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probe all rgba (-267.744894, -1.0, 1.0, 267.744894) 2
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uniform 0 float4 -0.0 0.0 -90.0 90.0
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todo(sm<6) draw quad
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todo(glsl) draw quad
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% mingw does not support "inf" for scanf(), but numbers beyond FLOAT_MAX consistently result in inf.
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probe all rgba (0.0, 0.0, -1.0e39, 1.0e39) 1
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[pixel shader todo]
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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@@ -104,10 +104,10 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -1.76274717 -1.3169579 1.3169579 1.76274717
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todo(sm<6) draw quad
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todo(glsl) draw quad
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probe all rgba (3.0, 2.0, 2.0, 3.0) 2
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uniform 0 float4 -0.0 0.0 -90.0 90.0
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todo(sm<6) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 1.0e39, 1.0e39) 1
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