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vkd3d-shader/hlsl: Implement the mad() intrinsic.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
committed by
Henri Verbeet
parent
75299c04fd
commit
de6abd964e
Notes:
Henri Verbeet
2024-09-10 21:56:01 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1036
@@ -91,7 +91,7 @@ uniform 0 float4 1.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)
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[pixel shader todo]
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[pixel shader]
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uniform float4 a, b, c;
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float4 main() : sv_target
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@@ -103,11 +103,11 @@ float4 main() : sv_target
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uniform 0 float4 1.00000007 -42.1 4.0 45.0
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uniform 4 float4 1.625 -5.0 4.125 5.0
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uniform 8 float4 1.00000007 -1.0 0.5 -0.5
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todo(sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (2.62500024, 209.5, 17.0, 224.5) 1
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% precise mad() is not allowed to fuse, even though unfused is less precise.
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[pixel shader todo]
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[pixel shader]
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uniform float4 a, b, c;
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float4 main() : sv_target
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@@ -120,8 +120,8 @@ float4 main() : sv_target
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uniform 0 float4 1.00000007 -42.1 4.0 45.0
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uniform 4 float4 1.625 -5.0 4.125 5.0
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uniform 8 float4 1.00000007 -1.0 0.5 -0.5
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todo(sm<6) draw quad
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probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5)
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todo(glsl) draw quad
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probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5) 1
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[require]
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shader model >= 5.0
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