Comments (2)
I've gone and implemented this functionality with vector instructions and added unit tests. I'll wait for you to reply on the pull request in case you still want to put forward the unimplemented functionality or would rather I do it. Let me know.
In terms of implementing boolN I thought about it from the very beginning but hlsl is a bit weird in how it treats bools (they can be implicitly converted to ints, floats or whatever you need) and it's a can of worms I'd rather not open unless necessary. To be honest in many years of shader programming I have never used the boolN type explicitly, it has always either collapsed to a bool through any/all or stored in float/int by adding, dot product, etc.
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Fixed via 0b370de
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Related Issues (20)
- GCC build error and MSVC warning on invalid cast of an rvalue HOT 4
- Fast affine inverse support HOT 3
- Rename vecN in the natvis to rowN HOT 1
- Move constructors are not auto-generated for matrix types anymore HOT 6
- type size and alignment HOT 2
- compatiblity with opengl? HOT 6
- Better inclusion manual for usage in existing project HOT 15
- uint1/2/3/4 store/load HOT 3
- Cast between types HOT 4
- Memory packing difference C++ <-> HLSL HOT 16
- Integer vector division is working incorrectly on Macs with Apple M1 (ARM) HOT 7
- Integer vector comparison is working incorrectly on Intel based Macs with MacOS >= 11 HOT 3
- Improve HLSL++ unit tests by using full-featured testing framework HOT 2
- Matrix accessor operator HOT 6
- operator / (float1, float3) looks inverted HOT 8
- How well does this cover HLSL202x? HOT 11
- * operator brake mult function in quaternion HOT 7
- Quaternion slerp returning nan values HOT 2
- Clang error: unused variable 't4' in hlsl++_quaternion.h HOT 6
- Upgrade warnings to errors HOT 2
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