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For example, in the final test from trigonometry.shader_test, we have: sincos r1.x <v4:float>, null <float>, l(3.00000000e+01) <s:float> which currently gets turned into mov sr0.xyzw <v4:float>, l(3.00000000e+01) <s:float> sin r1.x <v4:float>, sr0.xyzw <v4:float> That doesn't seem ideal, and should possibly be rejected by the validator, but ends up working out well enough for the SPIR-V backend. It's a bit more problematic to deal with for the GLSL backend.