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vkd3d-shader/glsl: Implement VKD3DSIH_ROUND_NI.
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Notes:
Henri Verbeet
2024-09-30 21:06:22 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1124
@ -766,6 +766,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_RET:
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shader_glsl_ret(gen, ins);
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break;
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case VKD3DSIH_ROUND_NI:
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shader_glsl_intrinsic(gen, ins, "floor");
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break;
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case VKD3DSIH_ROUND_PI:
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shader_glsl_intrinsic(gen, ins, "ceil");
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break;
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@ -18,7 +18,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -0.5 6.5 7.5 3.4
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (-1.0, 6.0, 7.0, 3.0) 4
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[pixel shader]
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@ -34,7 +34,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -0.5 6.5 7.5 3.4
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0) 4
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@ -52,5 +52,5 @@ float4 main() : sv_target
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[test]
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if(sm<4) uniform 0 float4 -1 6 7 3
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if(sm>=4) uniform 0 int4 -1 6 7 3
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0) 4
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