vkd3d-shader/hlsl: Support SM1 non-floating point CMP expressions.

This commit is contained in:
Shaun Ren
2025-08-26 22:06:13 -04:00
committed by Henri Verbeet
parent df5ccd3ff0
commit d8ea8894ab
Notes: Henri Verbeet 2025-09-04 14:11:18 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1703
2 changed files with 6 additions and 8 deletions

View File

@@ -9772,8 +9772,6 @@ static bool sm1_generate_vsir_instr_expr(struct hlsl_ctx *ctx, struct vsir_progr
break; break;
case HLSL_OP3_CMP: case HLSL_OP3_CMP:
if (!hlsl_type_is_floating_point(type))
goto err;
generate_vsir_instr_expr_single_instr_op(ctx, program, expr, VSIR_OP_CMP, 0, 0, true); generate_vsir_instr_expr_single_instr_op(ctx, program, expr, VSIR_OP_CMP, 0, 0, true);
break; break;

View File

@@ -70,7 +70,7 @@ uniform 8 float4 5.0 6.0 7.0 8.0
draw quad draw quad
probe (0, 0) rgba (5.0, 2.0, 7.0, 4.0) probe (0, 0) rgba (5.0, 2.0, 7.0, 4.0)
[pixel shader todo(sm<4)] [pixel shader]
int4 x, y, z; int4 x, y, z;
float4 main() : sv_target float4 main() : sv_target
@@ -85,10 +85,10 @@ if(sm<4) uniform 8 float4 5.0 6.0 7.0 8.0
if(sm>=4) uniform 0 int4 0 1 0 -3 if(sm>=4) uniform 0 int4 0 1 0 -3
if(sm>=4) uniform 4 int4 1 2 3 4 if(sm>=4) uniform 4 int4 1 2 3 4
if(sm>=4) uniform 8 int4 5 6 7 8 if(sm>=4) uniform 8 int4 5 6 7 8
todo(sm<4) draw quad draw quad
probe (0, 0) f32(5.0, 2.0, 7.0, 4.0) probe (0, 0) f32(5.0, 2.0, 7.0, 4.0)
[pixel shader todo(sm<4)] [pixel shader]
uint4 x, y, z; uint4 x, y, z;
float4 main() : sv_target float4 main() : sv_target
@@ -103,7 +103,7 @@ if(sm<4) uniform 8 float4 5.0 6.0 7.0 8.0
if(sm>=4) uniform 0 uint4 0 1 0 3 if(sm>=4) uniform 0 uint4 0 1 0 3
if(sm>=4) uniform 4 uint4 1 2 3 4 if(sm>=4) uniform 4 uint4 1 2 3 4
if(sm>=4) uniform 8 uint4 5 6 7 8 if(sm>=4) uniform 8 uint4 5 6 7 8
todo(sm<4) draw quad draw quad
probe (0, 0) f32(5.0, 2.0, 7.0, 4.0) probe (0, 0) f32(5.0, 2.0, 7.0, 4.0)
% The usual type conversion is applied to the first and second expression, as % The usual type conversion is applied to the first and second expression, as
@@ -222,7 +222,7 @@ uniform 0 float4 1.0 2.0 0.0 0.0
draw quad draw quad
probe (0, 0) f32(2.0, 1.0, 0.0, 0.0) probe (0, 0) f32(2.0, 1.0, 0.0, 0.0)
[pixel shader todo(sm<4)] [pixel shader]
uniform float c; uniform float c;
float4 main() : sv_target float4 main() : sv_target
@@ -233,7 +233,7 @@ float4 main() : sv_target
[test] [test]
uniform 0 float -1.0 uniform 0 float -1.0
todo(sm<4) draw quad draw quad
probe (0, 0) f32(0.0, 1.0, 0.0, 0.0) probe (0, 0) f32(0.0, 1.0, 0.0, 0.0)
[pixel shader] [pixel shader]