On Mon, Dec 20, 2021 at 10:25 AM Giovanni Mascellani gmascellani@codeweavers.com wrote:
Signed-off-by: Giovanni Mascellani gmascellani@codeweavers.com
v2: Add hlsl_fixme().
libs/vkd3d-shader/hlsl_sm4.c | 26 ++++++++++++++++++++++++++ 1 file changed, 26 insertions(+)
diff --git a/libs/vkd3d-shader/hlsl_sm4.c b/libs/vkd3d-shader/hlsl_sm4.c index d5ea5563..70cf4e13 100644 --- a/libs/vkd3d-shader/hlsl_sm4.c +++ b/libs/vkd3d-shader/hlsl_sm4.c @@ -1539,6 +1539,32 @@ static void write_sm4_expr(struct hlsl_ctx *ctx, break; }
case HLSL_OP2_LESS:
{
const struct hlsl_type *src_type = arg1->data_type;
switch (src_type->base_type)
{
case HLSL_TYPE_FLOAT:
write_sm4_binary_op(buffer, VKD3D_SM4_OP_LT, &expr->node, arg1, arg2);
break;
case HLSL_TYPE_BOOL:
case HLSL_TYPE_INT:
write_sm4_binary_op(buffer, VKD3D_SM4_OP_ILT, &expr->node, arg1, arg2);
break;
case HLSL_TYPE_UINT:
write_sm4_binary_op(buffer, VKD3D_SM4_OP_ULT, &expr->node, arg1, arg2);
break;
default:
hlsl_fixme(ctx, &expr->node.loc, "SM4 less-than between \"%s\".\n", debug_hlsl_type(ctx, src_type));
break;
}
break;
}
According to some testing I did on the side, it looks like HLSL_TYPE_BOOL should use ULT / UGE instead (and I resent it with that change). Not the biggest deal, our bool handling needs a lot of work anyway...