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vkd3d-shader/msl: Implement VKD3DSIH_MOV.

Merged Feifan He requested to merge Feifan/vkd3d:msl-mov into master
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Goes atop !1076 (merged)

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117 {
118 vkd3d_string_buffer_release(cache, dst->mask);
119 vkd3d_string_buffer_release(cache, dst->register_name);
120 }
121
122 static uint32_t msl_dst_init(struct msl_dst *msl_dst, struct msl_generator *gen,
123 const struct vkd3d_shader_instruction *ins, const struct vkd3d_shader_dst_param *vsir_dst)
124 {
125 uint32_t write_mask = vsir_dst->write_mask;
126
127 if (ins->flags & VKD3DSI_PRECISE_XYZW)
128 msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
129 "Internal compiler error: Unhandled 'precise' modifier.");
130 if (vsir_dst->reg.non_uniform)
131 msl_compiler_error(gen, VKD3D_SHADER_ERROR_MSL_INTERNAL,
132 "Internal compiler error: Unhandled 'non-uniform' modifier.");
  • Feifan He added 1 commit

    added 1 commit

    • 5bd96afa - vkd3d-shader/msl: Implement VKD3DSIH_MOV.

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  • Feifan He resolved all threads

    resolved all threads

  • Giovanni Mascellani approved this merge request

    approved this merge request

  • Ah, I hadn't noticed that the checks were already happening, just in a different place. I guess this place is better though.

    The issue is that msl_dst_init() can't handle modifiers. I.e., you can handle something like VKD3DSPSM_ABS in msl_src_init() by storing "abs(src)" in msl_src->str, but the way you'd handle something like VKD3DSPDM_SATURATE would be by turning and assignment like "dst = src;" into "dst = clamp(src, 0.0f, 1.0f);".

  • Henri Verbeet approved this merge request

    approved this merge request

  • Henri Verbeet added 3 commits

    added 3 commits

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