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vkd3d-shader/hlsl: Make single-component swizzles retrieve a scalar.
This commit is contained in:
committed by
Alexandre Julliard
parent
edf86b2248
commit
f33ca836d7
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
@@ -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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