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

Nikolay Sivov nsivov at codeweavers.com
Wed Jan 19 09:36:39 CST 2022



On 1/19/22 18:28, Matteo Bruni wrote:
> 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.
Ok, latest version on the list is v4, it has some error handling 
changes, nothing functionally important.



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