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vkd3d-shader/hlsl: Implement tanh.
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Notes:
Alexandre Julliard
2024-04-15 22:22:07 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/740
@ -3991,6 +3991,39 @@ static bool intrinsic_tan(struct hlsl_ctx *ctx,
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return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_DIV, sin, cos, loc);
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return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_DIV, sin, cos, loc);
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}
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}
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static bool intrinsic_tanh(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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struct hlsl_ir_function_decl *func;
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struct hlsl_ir_node *arg;
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struct hlsl_type *type;
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char *body;
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static const char template[] =
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"%s tanh(%s x)\n"
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"{\n"
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" %s exp_pos, exp_neg;\n"
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" exp_pos = exp(x);\n"
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" exp_neg = exp(-x);\n"
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" return (exp_pos - exp_neg) / (exp_pos + exp_neg);\n"
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"}\n";
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if (!(arg = intrinsic_float_convert_arg(ctx, params, params->args[0], loc)))
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return false;
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type = arg->data_type;
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if (!(body = hlsl_sprintf_alloc(ctx, template,
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type->name, type->name, type->name)))
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return false;
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func = hlsl_compile_internal_function(ctx, "tanh", body);
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vkd3d_free(body);
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if (!func)
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return false;
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return add_user_call(ctx, func, params, loc);
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}
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static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *params,
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static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *params,
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const struct vkd3d_shader_location *loc, const char *name, enum hlsl_sampler_dim dim)
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const struct vkd3d_shader_location *loc, const char *name, enum hlsl_sampler_dim dim)
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{
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{
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@ -4366,6 +4399,7 @@ intrinsic_functions[] =
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{"sqrt", 1, true, intrinsic_sqrt},
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{"sqrt", 1, true, intrinsic_sqrt},
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{"step", 2, true, intrinsic_step},
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{"step", 2, true, intrinsic_step},
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{"tan", 1, true, intrinsic_tan},
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{"tan", 1, true, intrinsic_tan},
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{"tanh", 1, true, intrinsic_tanh},
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{"tex1D", -1, false, intrinsic_tex1D},
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{"tex1D", -1, false, intrinsic_tex1D},
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{"tex2D", -1, false, intrinsic_tex2D},
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{"tex2D", -1, false, intrinsic_tex2D},
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{"tex2Dlod", 2, false, intrinsic_tex2Dlod},
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{"tex2Dlod", 2, false, intrinsic_tex2Dlod},
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@ -111,7 +111,7 @@ todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 1.0e39, 1.0e39) 1
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probe all rgba (1.0, 1.0, 1.0e39, 1.0e39) 1
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[pixel shader todo]
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[pixel shader]
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uniform float4 a;
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uniform float4 a;
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float4 main() : sv_target
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float4 main() : sv_target
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@ -121,8 +121,8 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 -1.57079633 -0.54930614 0.54930614 1.57079633
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uniform 0 float4 -1.57079633 -0.54930614 0.54930614 1.57079633
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todo(sm<6) draw quad
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todo(glsl) draw quad
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probe all rgba (-0.91715234, -0.5, 0.5, 0.91715234) 2
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probe all rgba (-0.91715234, -0.5, 0.5, 0.91715234) 2
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uniform 0 float4 -10.0 -0.0 0.0 10.0
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uniform 0 float4 -10.0 -0.0 0.0 10.0
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todo(sm<6) draw quad
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todo(glsl) draw quad
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probe all rgba (-1.0, 0.0, 0.0, 1.0) 1
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probe all rgba (-1.0, 0.0, 0.0, 1.0) 1
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