vkd3d-shader/hlsl: Implement constant folding of 'reinterpret' expressions.

As encountered in tests/hlsl/frexp.shader_test.
This commit is contained in:
Henri Verbeet
2025-09-03 16:25:47 +02:00
parent e330ad2ac7
commit 23ee29a953
Notes: Henri Verbeet 2025-09-09 15:10:32 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1716
2 changed files with 24 additions and 7 deletions

View File

@@ -508,6 +508,19 @@ static bool fold_rcp(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst, cons
return true;
}
static bool fold_reinterpret(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst,
const struct hlsl_type *dst_type, const struct hlsl_ir_constant *src)
{
unsigned int k;
for (k = 0; k < dst_type->e.numeric.dimx; ++k)
{
dst->u[k] = src->value.u[k];
}
return true;
}
static bool fold_rsq(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst, const struct hlsl_type *dst_type,
const struct hlsl_ir_constant *src, const struct vkd3d_shader_location *loc)
{
@@ -1393,6 +1406,10 @@ bool hlsl_fold_constant_exprs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
success = fold_rcp(ctx, &res, instr->data_type, arg1, &instr->loc);
break;
case HLSL_OP1_REINTERPRET:
success = fold_reinterpret(ctx, &res, instr->data_type, arg1);
break;
case HLSL_OP1_RSQ:
success = fold_rsq(ctx, &res, instr->data_type, arg1, &instr->loc);
break;