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vkd3d-shader/hlsl: Preserve doubles in intrinsic_cross().
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Notes:
Henri Verbeet
2024-09-12 18:57:51 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1064
@ -3564,7 +3564,7 @@ static bool intrinsic_cross(struct hlsl_ctx *ctx,
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enum hlsl_base_type base;
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enum hlsl_base_type base;
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base = expr_common_base_type(arg1->data_type->e.numeric.type, arg2->data_type->e.numeric.type);
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base = expr_common_base_type(arg1->data_type->e.numeric.type, arg2->data_type->e.numeric.type);
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if (base != HLSL_TYPE_HALF)
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if (type_is_integer(base))
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base = HLSL_TYPE_FLOAT;
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base = HLSL_TYPE_FLOAT;
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cast_type = hlsl_get_vector_type(ctx, base, 3);
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cast_type = hlsl_get_vector_type(ctx, base, 3);
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