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vkd3d-shader/glsl: Implement VSIR_OP_COS.
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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
@@ -1480,6 +1480,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VSIR_OP_CONTINUE:
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case VSIR_OP_CONTINUE:
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shader_glsl_continue(gen);
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shader_glsl_continue(gen);
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break;
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break;
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case VSIR_OP_COS:
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shader_glsl_intrinsic(gen, ins, "cos");
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break;
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case VSIR_OP_DCL_INDEXABLE_TEMP:
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case VSIR_OP_DCL_INDEXABLE_TEMP:
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shader_glsl_dcl_indexable_temp(gen, ins);
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shader_glsl_dcl_indexable_temp(gen, ins);
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break;
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break;
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@@ -56,7 +56,7 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
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uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
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todo(glsl | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (1000.0, 707.0, -0.0, -707.0)
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probe (0, 0) rgba (1000.0, 707.0, -0.0, -707.0)
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