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[D3D12] ROV: Fix min/max blending operation
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@ -3165,12 +3165,12 @@ void DxbcShaderTranslator::CompletePixelShader_WriteToROV_Blend(
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shader_code_.push_back(
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shader_code_.push_back(
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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EncodeVectorMaskedOperand(D3D10_SB_OPERAND_TYPE_TEMP, 0b1111, 1));
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// In min, writing to the intermediate result register because max still
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// In min, writing to the intermediate result register because max still
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// needs to original source color.
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// needs the original source color.
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// In max, doing the final output.
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// In max, doing the final output.
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shader_code_.push_back(i ? src_color_and_output_temp
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shader_code_.push_back(i ? src_color_and_output_temp
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: src_factor_and_result_temp);
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: src_factor_and_result_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, i ? 0b01000000 : 0b11101010, 1));
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D3D10_SB_OPERAND_TYPE_TEMP, i ? 0b11101010 : 0b01000000, 1));
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shader_code_.push_back(scale_temp);
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shader_code_.push_back(scale_temp);
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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shader_code_.push_back(EncodeVectorSwizzledOperand(
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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D3D10_SB_OPERAND_TYPE_TEMP, kSwizzleXYZW, 1));
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