vkd3d-shader/glsl: Implement VSIR_OP_COS.

This commit is contained in:
Henri Verbeet
2024-05-04 15:40:23 +02:00
parent 9609903770
commit ed438c1350
Notes: Henri Verbeet 2025-08-28 20:32:38 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1696
2 changed files with 4 additions and 1 deletions

View File

@@ -1480,6 +1480,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
case VSIR_OP_CONTINUE:
shader_glsl_continue(gen);
break;
case VSIR_OP_COS:
shader_glsl_intrinsic(gen, ins, "cos");
break;
case VSIR_OP_DCL_INDEXABLE_TEMP:
shader_glsl_dcl_indexable_temp(gen, ins);
break;

View File

@@ -56,7 +56,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
todo(glsl | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (1000.0, 707.0, -0.0, -707.0)