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vkd3d-shader/glsl: Implement VKD3DSIH_IMUL.
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Notes:
Henri Verbeet
2024-10-03 19:35:31 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1143
@ -864,6 +864,37 @@ static void shader_glsl_movc(struct vkd3d_glsl_generator *gen, const struct vkd3
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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}
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static void shader_glsl_mul_extended(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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struct glsl_src src[2];
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struct glsl_dst dst;
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uint32_t mask;
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if (ins->dst[0].reg.type != VKD3DSPR_NULL)
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{
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/* FIXME: imulExtended()/umulExtended() from ARB_gpu_shader5/GLSL 4.00+. */
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mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
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shader_glsl_print_assignment(gen, &dst, "<unhandled 64-bit multiplication>");
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled 64-bit integer multiplication.");
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}
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if (ins->dst[1].reg.type != VKD3DSPR_NULL)
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{
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mask = glsl_dst_init(&dst, gen, ins, &ins->dst[1]);
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glsl_src_init(&src[0], gen, &ins->src[0], mask);
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glsl_src_init(&src[1], gen, &ins->src[1], mask);
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shader_glsl_print_assignment(gen, &dst, "%s * %s", src[0].str->buffer, src[1].str->buffer);
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glsl_src_cleanup(&src[1], &gen->string_buffers);
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glsl_src_cleanup(&src[0], &gen->string_buffers);
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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}
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static void shader_glsl_print_sysval_name(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen,
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static void shader_glsl_print_sysval_name(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen,
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enum vkd3d_shader_sysval_semantic sysval, unsigned int idx)
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enum vkd3d_shader_sysval_semantic sysval, unsigned int idx)
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{
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{
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@ -1077,6 +1108,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_LTO:
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case VKD3DSIH_LTO:
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shader_glsl_relop(gen, ins, "<", "lessThan");
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shader_glsl_relop(gen, ins, "<", "lessThan");
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break;
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break;
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case VKD3DSIH_IMUL:
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shader_glsl_mul_extended(gen, ins);
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break;
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case VKD3DSIH_ISHL:
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case VKD3DSIH_ISHL:
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shader_glsl_binop(gen, ins, "<<");
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shader_glsl_binop(gen, ins, "<<");
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break;
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break;
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@ -88,7 +88,7 @@ if(sm<4) uniform 0 float4 10 20 30 40
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if(sm<4) uniform 4 float4 50 60 70 80
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if(sm<4) uniform 4 float4 50 60 70 80
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if(sm>=4) uniform 0 int4 10 20 30 40
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if(sm>=4) uniform 0 int4 10 20 30 40
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if(sm>=4) uniform 4 int4 50 60 70 80
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if(sm>=4) uniform 4 int4 50 60 70 80
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todo(glsl) draw quad
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draw quad
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probe (0, 0) rgba (100, 120, 140, 160)
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probe (0, 0) rgba (100, 120, 140, 160)
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