31be74a853
Makes codegen from typical D3D emulation SPIR-V more readable. Also makes cross compilation with NotEqual more sensible. It's very rare to actually need the strict NaN-checks in practice. Also, glslang now emits UnordNotEqual by default it seems, so give up trying to assume OrdNotEqual. Harmonize for UnordNotEqual as the sane default.
35 lines
847 B
GLSL
35 lines
847 B
GLSL
#version 450
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layout(location = 0) in vec4 A;
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layout(location = 1) in vec4 B;
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layout(location = 0) out vec4 FragColor;
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vec4 test_vector()
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{
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bvec4 le = not(greaterThanEqual(A, B));
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bvec4 leq = not(greaterThan(A, B));
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bvec4 ge = not(lessThanEqual(A, B));
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bvec4 geq = not(lessThan(A, B));
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bvec4 eq = not(notEqual(A, B));
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bvec4 neq = notEqual(A, B);
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neq = notEqual(A, B);
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return ((((vec4(le) + vec4(leq)) + vec4(ge)) + vec4(geq)) + vec4(eq)) + vec4(neq);
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}
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float test_scalar()
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{
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bool le = !(A.x >= B.x);
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bool leq = !(A.x > B.x);
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bool ge = !(A.x <= B.x);
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bool geq = !(A.x < B.x);
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bool eq = !(A.x != B.x);
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bool neq = A.x != B.x;
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return ((((float(le) + float(leq)) + float(ge)) + float(geq)) + float(eq)) + float(neq);
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}
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void main()
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{
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FragColor = test_vector() + vec4(test_scalar());
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}
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