shader: Fix fp16 merge when using native fp16
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		| @@ -51,9 +51,9 @@ IR::U32 MergeResult(IR::IREmitter& ir, IR::Reg dest, const IR::F16& lhs, const I | ||||
|     case Merge::MRG_H0: | ||||
|     case Merge::MRG_H1: { | ||||
|         const IR::Value vector{ir.UnpackFloat2x16(ir.GetReg(dest))}; | ||||
|         const bool h0{merge == Merge::MRG_H0}; | ||||
|         const IR::F16& insert{h0 ? lhs : rhs}; | ||||
|         return ir.PackFloat2x16(ir.CompositeInsert(vector, insert, h0 ? 0 : 1)); | ||||
|         const bool is_h0{merge == Merge::MRG_H0}; | ||||
|         const IR::F16 insert{ir.FPConvert(16, is_h0 ? lhs : rhs)}; | ||||
|         return ir.PackFloat2x16(ir.CompositeInsert(vector, insert, is_h0 ? 0 : 1)); | ||||
|     } | ||||
|     } | ||||
|     throw InvalidArgument("Invalid merge {}", merge); | ||||
|   | ||||
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