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vkd3d-shader/glsl: Implement VKD3DSIH_USHR.
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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
@ -829,6 +829,7 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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shader_glsl_binop(gen, ins, "<<");
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shader_glsl_binop(gen, ins, "<<");
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break;
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break;
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case VKD3DSIH_ISHR:
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case VKD3DSIH_ISHR:
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case VKD3DSIH_USHR:
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shader_glsl_binop(gen, ins, ">>");
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shader_glsl_binop(gen, ins, ">>");
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break;
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break;
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case VKD3DSIH_LTO:
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case VKD3DSIH_LTO:
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@ -15,7 +15,7 @@ float4 main() : SV_TARGET
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[test]
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[test]
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uniform 0 uint4 2 0 0 0
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uniform 0 uint4 2 0 0 0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (8, 8, 0, 0)
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probe (0, 0) rgba (8, 8, 0, 0)
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[pixel shader]
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[pixel shader]
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