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vkd3d-shader/hlsl: Make single-component swizzles retrieve a scalar.
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Notes:
Alexandre Julliard
2023-01-26 23:11:28 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/70
@ -1164,11 +1164,15 @@ struct hlsl_ir_swizzle *hlsl_new_swizzle(struct hlsl_ctx *ctx, DWORD s, unsigned
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struct hlsl_ir_node *val, const struct vkd3d_shader_location *loc)
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{
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struct hlsl_ir_swizzle *swizzle;
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struct hlsl_type *type;
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if (!(swizzle = hlsl_alloc(ctx, sizeof(*swizzle))))
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return NULL;
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init_node(&swizzle->node, HLSL_IR_SWIZZLE,
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hlsl_get_vector_type(ctx, val->data_type->base_type, components), loc);
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if (components == 1)
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type = hlsl_get_scalar_type(ctx, val->data_type->base_type);
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else
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type = hlsl_get_vector_type(ctx, val->data_type->base_type, components);
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init_node(&swizzle->node, HLSL_IR_SWIZZLE, type, loc);
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hlsl_src_from_node(&swizzle->val, val);
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swizzle->swizzle = s;
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return swizzle;
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@ -1,4 +1,4 @@
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[pixel shader todo]
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[pixel shader]
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void sub2(in uniform float4 i, out float4 o)
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{
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o = i;
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@ -17,5 +17,5 @@ void main(in uniform float4 a, uniform float4 b, out float4 o : sv_target)
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[test]
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uniform 0 float4 0.1 0.0 0.0 0.0
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uniform 4 float4 0.2 0.0 0.0 0.0
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todo draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4)
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draw quad
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todo probe all rgba (0.1, 0.2, 0.3, 0.4)
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@ -37,7 +37,7 @@ float4 main() : SV_TARGET
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}
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[pixel shader todo]
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float4 vec = {0, 1, 2, 3};
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@ -47,5 +47,5 @@ float4 main() : SV_TARGET
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}
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[test]
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todo draw quad
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todo probe all rgba (2.0, 2.0, 2.0, 2.0)
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draw quad
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probe all rgba (2.0, 2.0, 2.0, 2.0)
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