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vkd3d-shader/hlsl: Implement storing to a swizzled matrix.
This commit is contained in:
committed by
Henri Verbeet
parent
acc9d79fbb
commit
ccb6150aab
Notes:
Henri Verbeet
2024-06-20 12:44:01 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/895
@@ -155,7 +155,7 @@ todo(glsl) draw quad
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probe (0, 0) rgba (40.0, 40.0, 40.0, 40.0)
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[pixel shader todo]
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[pixel shader]
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float3 a;
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float4 main() : sv_target
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@@ -169,11 +169,11 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 20 30 40 -1
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todo(sm<6) draw quad
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todo(sm<6) probe (0,0) rgba (10.0, 20.0, 30.0, 40.0)
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todo(glsl) draw quad
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probe (0,0) rgba (10.0, 20.0, 30.0, 40.0)
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[pixel shader todo]
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[pixel shader]
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float3 a;
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float4 main() : sv_target
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@@ -187,12 +187,12 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 20 30 80 -1
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todo(sm<6) draw quad
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todo(sm<6) probe (0,0) rgba (80.0, 30.0, 20.0, 10.0)
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todo(glsl) draw quad
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probe (0,0) rgba (80.0, 30.0, 20.0, 10.0)
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% Cannot repeat components when assigning to a swizzle.
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[pixel shader fail todo]
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[pixel shader fail]
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float4 main() : sv_target
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{
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float2x2 mat = {1, 2, 3, 4};
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