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https://gitlab.winehq.org/wine/vkd3d.git
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bec4f413dc
SM5 comes with a RCP opcode; for SM4, implement it as `DIV dst, 1, x`.
77 lines
1.5 KiB
Plaintext
77 lines
1.5 KiB
Plaintext
[pixel shader]
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uniform float4 f;
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float4 main() : sv_target
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{
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return rcp(f);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 0.5, 0.3333333, 0.25) 8
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uniform 0 float4 -1.0 -2.0 -3.0 -4.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-1.0, -0.5, -0.3333333, -0.25) 8
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uniform 0 float4 12.34 56.78 -90.12 -34.56
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todo(glsl) draw quad
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probe (0, 0) rgba (0.081037275, 0.017611835, -0.011096316, -0.028935184) 8
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uniform 0 float4 0.25 0.125 0.0625 0.3333333
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todo(glsl) draw quad
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probe (0, 0) rgba (4.0, 8.0, 16.0, 3.0) 8
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% Degenerate cases
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uniform 0 float4 0.0 -0.0 1.0e39 -1.0e39
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0e39, -1.0e39, 0.0, -0.0) 8
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[pixel shader]
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% Check invertibility
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uniform float4 f;
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float4 main() : sv_target
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{
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return rcp(rcp(f));
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 8
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uniform 0 float4 7.604 3.1415 2.72 9.876
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todo(glsl) draw quad
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probe (0, 0) rgba (7.604, 3.1415, 2.72, 9.876) 8
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uniform 0 float4 0.0 -0.0 1.0e39 -1.0e39
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, -0.0, 1.0e39, -1.0e39)
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[pixel shader]
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% Make sure swizzling works
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uniform float4 f;
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float4 main() : sv_target
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{
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float a = rcp(f.x);
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float2 b = rcp(f.zy);
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float3 c = rcp(f.wxz);
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float4 d = rcp(f.zyxw);
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return float4(a, b.y, c.z, d.w);
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}
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 0.5, 0.3333333, 0.25) 8
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uniform 0 float4 -1.0 -2.0 -3.0 -4.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-1.0, -0.5, -0.3333333, -0.25) 8
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