vkd3d-shader/glsl: Implement VKD3DSIH_MAD.

This commit is contained in:
Henri Verbeet 2024-09-29 19:44:32 +02:00
parent 4103e76245
commit f501b8c661
Notes: Henri Verbeet 2024-10-02 22:39:09 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1140
2 changed files with 5 additions and 2 deletions

View File

@ -822,6 +822,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
case VKD3DSIH_IF:
shader_glsl_if(gen, ins);
break;
case VKD3DSIH_MAD:
shader_glsl_intrinsic(gen, ins, "fma");
break;
case VKD3DSIH_LTO:
shader_glsl_relop(gen, ins, "<", "lessThan");
break;

View File

@ -103,7 +103,7 @@ float4 main() : sv_target
uniform 0 float4 1.00000007 -42.1 4.0 45.0
uniform 4 float4 1.625 -5.0 4.125 5.0
uniform 8 float4 1.00000007 -1.0 0.5 -0.5
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (2.62500024, 209.5, 17.0, 224.5) 1
% precise mad() is not allowed to fuse, even though unfused is less precise.
@ -120,7 +120,7 @@ float4 main() : sv_target
uniform 0 float4 1.00000007 -42.1 4.0 45.0
uniform 4 float4 1.625 -5.0 4.125 5.0
uniform 8 float4 1.00000007 -1.0 0.5 -0.5
todo(glsl) draw quad
draw quad
probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5) 1
[require]