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vkd3d-shader/hlsl: Implement constant folding of 'reinterpret' expressions.
As encountered in tests/hlsl/frexp.shader_test.
This commit is contained in:
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
@@ -508,6 +508,19 @@ static bool fold_rcp(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst, cons
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return true;
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return true;
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}
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}
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static bool fold_reinterpret(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst,
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const struct hlsl_type *dst_type, const struct hlsl_ir_constant *src)
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{
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unsigned int k;
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for (k = 0; k < dst_type->e.numeric.dimx; ++k)
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{
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dst->u[k] = src->value.u[k];
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}
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return true;
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}
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static bool fold_rsq(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst, const struct hlsl_type *dst_type,
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static bool fold_rsq(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst, const struct hlsl_type *dst_type,
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const struct hlsl_ir_constant *src, const struct vkd3d_shader_location *loc)
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const struct hlsl_ir_constant *src, const struct vkd3d_shader_location *loc)
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{
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{
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@@ -1393,6 +1406,10 @@ bool hlsl_fold_constant_exprs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
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success = fold_rcp(ctx, &res, instr->data_type, arg1, &instr->loc);
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success = fold_rcp(ctx, &res, instr->data_type, arg1, &instr->loc);
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break;
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break;
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case HLSL_OP1_REINTERPRET:
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success = fold_reinterpret(ctx, &res, instr->data_type, arg1);
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break;
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case HLSL_OP1_RSQ:
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case HLSL_OP1_RSQ:
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success = fold_rsq(ctx, &res, instr->data_type, arg1, &instr->loc);
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success = fold_rsq(ctx, &res, instr->data_type, arg1, &instr->loc);
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break;
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break;
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@@ -55,7 +55,7 @@ uniform 0 uint4 0x0007ffff 0 0 0
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todo(sm<4 | msl & sm>=6) draw quad
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todo(sm<4 | msl & sm>=6) draw quad
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probe (0, 0) f32(0, 0, 0, 0)
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probe (0, 0) f32(0, 0, 0, 0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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float4 main() : sv_target
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float4 main() : sv_target
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{
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{
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int arg = 7604;
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int arg = 7604;
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@@ -66,10 +66,10 @@ 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(sm<4) draw quad
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draw quad
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probe (0, 0) f32(13.0, 0.0, 0.0, 0.0)
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probe (0, 0) f32(13.0, 0.0, 0.0, 0.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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float4 main() : sv_target
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float4 main() : sv_target
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{
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{
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bool arg = true;
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bool arg = true;
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@@ -80,11 +80,11 @@ 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(sm<4) draw quad
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draw quad
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if(sm<4) probe (0, 0) f32(0.0, 1.0, 0.0, 0.0)
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if(sm<4) todo probe (0, 0) f32(0.0, 1.0, 0.0, 0.0)
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if(sm>=4) probe (0, 0) f32(1.0, 1.0, 0.0, 0.0)
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if(sm>=4) probe (0, 0) f32(1.0, 1.0, 0.0, 0.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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float4 main() : sv_target
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float4 main() : sv_target
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{
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{
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half arg = 3.141;
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half arg = 3.141;
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@@ -95,7 +95,7 @@ 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(sm<4) draw quad
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draw quad
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probe (0, 0) f32(2.0, 0.785250008, 0.0, 0.0)
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probe (0, 0) f32(2.0, 0.785250008, 0.0, 0.0)
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[require]
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[require]
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