vkd3d-shader/hlsl: Implement tanh.

This commit is contained in:
Petrichor Park 2024-02-24 14:35:50 -06:00 committed by Alexandre Julliard
parent c4182cc272
commit 1fb9e7526b
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
2 changed files with 37 additions and 3 deletions

View File

@ -3991,6 +3991,39 @@ static bool intrinsic_tan(struct hlsl_ctx *ctx,
return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_DIV, sin, cos, loc); return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_DIV, sin, cos, loc);
} }
static bool intrinsic_tanh(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
struct hlsl_ir_function_decl *func;
struct hlsl_ir_node *arg;
struct hlsl_type *type;
char *body;
static const char template[] =
"%s tanh(%s x)\n"
"{\n"
" %s exp_pos, exp_neg;\n"
" exp_pos = exp(x);\n"
" exp_neg = exp(-x);\n"
" return (exp_pos - exp_neg) / (exp_pos + exp_neg);\n"
"}\n";
if (!(arg = intrinsic_float_convert_arg(ctx, params, params->args[0], loc)))
return false;
type = arg->data_type;
if (!(body = hlsl_sprintf_alloc(ctx, template,
type->name, type->name, type->name)))
return false;
func = hlsl_compile_internal_function(ctx, "tanh", body);
vkd3d_free(body);
if (!func)
return false;
return add_user_call(ctx, func, params, loc);
}
static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *params, static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *params,
const struct vkd3d_shader_location *loc, const char *name, enum hlsl_sampler_dim dim) const struct vkd3d_shader_location *loc, const char *name, enum hlsl_sampler_dim dim)
{ {
@ -4366,6 +4399,7 @@ intrinsic_functions[] =
{"sqrt", 1, true, intrinsic_sqrt}, {"sqrt", 1, true, intrinsic_sqrt},
{"step", 2, true, intrinsic_step}, {"step", 2, true, intrinsic_step},
{"tan", 1, true, intrinsic_tan}, {"tan", 1, true, intrinsic_tan},
{"tanh", 1, true, intrinsic_tanh},
{"tex1D", -1, false, intrinsic_tex1D}, {"tex1D", -1, false, intrinsic_tex1D},
{"tex2D", -1, false, intrinsic_tex2D}, {"tex2D", -1, false, intrinsic_tex2D},
{"tex2Dlod", 2, false, intrinsic_tex2Dlod}, {"tex2Dlod", 2, false, intrinsic_tex2Dlod},

View File

@ -111,7 +111,7 @@ todo(glsl) draw quad
probe all rgba (1.0, 1.0, 1.0e39, 1.0e39) 1 probe all rgba (1.0, 1.0, 1.0e39, 1.0e39) 1
[pixel shader todo] [pixel shader]
uniform float4 a; uniform float4 a;
float4 main() : sv_target float4 main() : sv_target
@ -121,8 +121,8 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 -1.57079633 -0.54930614 0.54930614 1.57079633 uniform 0 float4 -1.57079633 -0.54930614 0.54930614 1.57079633
todo(sm<6) draw quad todo(glsl) draw quad
probe all rgba (-0.91715234, -0.5, 0.5, 0.91715234) 2 probe all rgba (-0.91715234, -0.5, 0.5, 0.91715234) 2
uniform 0 float4 -10.0 -0.0 0.0 10.0 uniform 0 float4 -10.0 -0.0 0.0 10.0
todo(sm<6) draw quad todo(glsl) draw quad
probe all rgba (-1.0, 0.0, 0.0, 1.0) 1 probe all rgba (-1.0, 0.0, 0.0, 1.0) 1