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vkd3d-shader/glsl: Implement VKD3DSIH_IMAX.
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Notes:
Henri Verbeet
2024-10-08 22:11:09 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1155
@ -1186,15 +1186,16 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_LTO:
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case VKD3DSIH_LTO:
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shader_glsl_relop(gen, ins, "<", "lessThan");
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shader_glsl_relop(gen, ins, "<", "lessThan");
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break;
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break;
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case VKD3DSIH_IMUL:
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case VKD3DSIH_IMAX:
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shader_glsl_mul_extended(gen, ins);
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break;
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case VKD3DSIH_MAX:
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case VKD3DSIH_MAX:
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shader_glsl_intrinsic(gen, ins, "max");
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shader_glsl_intrinsic(gen, ins, "max");
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break;
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break;
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case VKD3DSIH_MIN:
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case VKD3DSIH_MIN:
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shader_glsl_intrinsic(gen, ins, "min");
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shader_glsl_intrinsic(gen, ins, "min");
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break;
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break;
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case VKD3DSIH_IMUL:
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shader_glsl_mul_extended(gen, ins);
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break;
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case VKD3DSIH_INE:
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case VKD3DSIH_INE:
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case VKD3DSIH_NEU:
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case VKD3DSIH_NEU:
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shader_glsl_relop(gen, ins, "!=", "notEqual");
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shader_glsl_relop(gen, ins, "!=", "notEqual");
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@ -98,7 +98,7 @@ float4 main() : SV_TARGET
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[test]
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[test]
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uniform 0 float4 5.0 -7.0 0.0 -10.0
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uniform 0 float4 5.0 -7.0 0.0 -10.0
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0)
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probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0)
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[pixel shader todo(sm<4)]
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[pixel shader todo(sm<4)]
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