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vkd3d-shader/msl: Implement VSIR_OP_ASIN.
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Notes:
Henri Verbeet
2025-09-30 17:26:19 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1759
@@ -1470,6 +1470,9 @@ static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d
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case VSIR_OP_AND:
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case VSIR_OP_AND:
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msl_binop(gen, ins, "&");
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msl_binop(gen, ins, "&");
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break;
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break;
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case VSIR_OP_ASIN:
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msl_intrinsic(gen, ins, "asin");
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break;
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case VSIR_OP_BREAK:
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case VSIR_OP_BREAK:
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msl_break(gen);
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msl_break(gen);
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break;
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break;
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@@ -44,8 +44,8 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 -1.0 0.0 0.0 0.0
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uniform 0 float4 -1.0 0.0 0.0 0.0
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todo(msl & sm>=6) draw quad
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draw quad
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probe (0, 0) rgba (-31416.0, 0.0, 0.0, 0.0)
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probe (0, 0) f32(-31416.0, 0.0, 0.0, 0.0)
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[require]
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[require]
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shader model < 6.0
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shader model < 6.0
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@@ -72,25 +72,24 @@ shader model >= 6.0
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% RADV are a bit lower than these, hence the large max ulp difference.
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% RADV are a bit lower than these, hence the large max ulp difference.
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[test]
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[test]
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uniform 0 float4 -0.5 0.0 0.0 0.0
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uniform 0 float4 -0.5 0.0 0.0 0.0
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todo(msl & sm>=6) draw quad
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draw quad
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probe (0, 0) rgba (-10472.0, 0.0, 0.0, 0.0) 4096
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probe (0, 0) f32(-10472.0, 0.0, 0.0, 0.0) 4096
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uniform 0 float4 0.0 0.0 0.0 0.0
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(msl & sm>=6) 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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probe (0, 0) f32(0.0, 0.0, 0.0, 0.0)
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uniform 0 float4 0.5 0.0 0.0 0.0
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uniform 0 float4 0.5 0.0 0.0 0.0
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todo(msl & sm>=6) draw quad
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draw quad
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probe (0, 0) rgba (10472.0, 0.0, 0.0, 0.0) 4096
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probe (0, 0) f32(10472.0, 0.0, 0.0, 0.0) 4096
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[require]
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[require]
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% reset requirements
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% reset requirements
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[test]
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[test]
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(msl & sm>=6) draw quad
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draw quad
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probe (0, 0) rgba (31416.0, 0.0, 0.0, 0.0)
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probe (0, 0) f32(31416.0, 0.0, 0.0, 0.0)
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[pixel shader]
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[pixel shader]
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uniform float4 a;
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uniform float4 a;
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