On Thu, Jan 20, 2022 at 12:42 AM Zebediah Figura (she/her) zfigura@codeweavers.com wrote:
On 1/19/22 06:03, Matteo Bruni wrote:
On Mon, Dec 20, 2021 at 10:44 PM Zebediah Figura (she/her) zfigura@codeweavers.com wrote:
On 12/20/21 12:15, Zebediah Figura (she/her) wrote:
On 12/19/21 06:41, Nikolay Sivov wrote:
+static struct hlsl_ir_node *intrinsic_float_convert_arg(struct hlsl_ctx *ctx,
const struct parse_initializer *params, struct hlsl_ir_node
*arg, const struct vkd3d_shader_location *loc) +{
- struct hlsl_type *type = arg->data_type;
- if (type->base_type == HLSL_TYPE_FLOAT || type->base_type ==
HLSL_TYPE_HALF)
return arg;
add_implicit_conversion() already does this.
Sorry, turns out I'm wrong; this preserves the input type for half, whereas add_implicit_conversion() alone would not.
I wonder if that's what it should do in the first place?
Yes, witness the following shader:
uint func(float x) { return 1; } uint func(half x) { return 2; }
float4 main(void) : sv_target { return float4(func(float(0)), func(half(0)), func(int(0)), func(uint(0))); }
Native reduces this to (1, 2, 1, 1).
Fun... But at least it means we can fix add_implicit_conversion() and avoid that kind of workarounds, if I understand correctly.