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vkd3d-shader/hlsl: Produce 2D resource declarations and loads for tex1D().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Notes:
Alexandre Julliard
2023-09-13 23:18:39 +02:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/339
@ -3457,7 +3457,42 @@ static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *
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if (!(coords = add_implicit_conversion(ctx, params->instrs, params->args[1],
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if (!(coords = add_implicit_conversion(ctx, params->instrs, params->args[1],
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hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, hlsl_sampler_dim_count(dim)), loc)))
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hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, hlsl_sampler_dim_count(dim)), loc)))
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coords = params->args[1];
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{
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return false;
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}
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/* tex1D() functions never produce 1D resource declarations. For newer profiles half offset
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is used for the second coordinate, while older ones appear to replicate first coordinate.*/
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if (dim == HLSL_SAMPLER_DIM_1D)
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{
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struct hlsl_ir_load *load;
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struct hlsl_ir_node *half;
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struct hlsl_ir_var *var;
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unsigned int idx = 0;
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if (!(var = hlsl_new_synthetic_var(ctx, "coords", hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, 2), loc)))
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return false;
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initialize_var_components(ctx, params->instrs, var, &idx, coords);
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if (shader_profile_version_ge(ctx, 4, 0))
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{
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if (!(half = hlsl_new_float_constant(ctx, 0.5f, loc)))
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return false;
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hlsl_block_add_instr(params->instrs, half);
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initialize_var_components(ctx, params->instrs, var, &idx, half);
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}
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else
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initialize_var_components(ctx, params->instrs, var, &idx, coords);
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if (!(load = hlsl_new_var_load(ctx, var, loc)))
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return false;
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hlsl_block_add_instr(params->instrs, &load->node);
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coords = &load->node;
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dim = HLSL_SAMPLER_DIM_2D;
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}
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load_params.coords = coords;
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load_params.coords = coords;
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load_params.resource = params->args[0];
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load_params.resource = params->args[0];
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@ -121,7 +121,7 @@ float4 main() : sv_target
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}
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}
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[pixel shader todo]
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[pixel shader]
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sampler sam[2];
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sampler sam[2];
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float4 main() : sv_target
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float4 main() : sv_target
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@ -130,8 +130,8 @@ float4 main() : sv_target
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}
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}
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[test]
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[test]
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todo draw quad
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draw quad
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todo probe all rgba (1, 1, 1, 11)
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probe all rgba (1, 1, 1, 11)
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[require]
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[require]
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