[v2 PATCH vkd3d 2/4] vkd3d-shader/hlsl: Cast round() input to float.

Matteo Bruni matteo.mystral at gmail.com
Wed Jan 19 09:28:32 CST 2022


On Wed, Jan 19, 2022 at 4:09 PM Nikolay Sivov <nsivov at codeweavers.com> wrote:
>
>
>
> On 1/19/22 15:03, Matteo Bruni wrote:
> > On Mon, Dec 20, 2021 at 10:44 PM Zebediah Figura (she/her)
> > <zfigura at 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?
> >
>
> Does this actually block this series?

No, I'll sign off on it in the next couple of days unless I notice
something else in the meantime.



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