vkd3d-shader: Add constant folding for the 'dot' operation.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2023-06-18 20:46:51 +02:00 committed by Alexandre Julliard
parent 983d01df8c
commit 25ff56769b
Notes: Alexandre Julliard 2023-08-14 21:00:32 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Francisco Casas (@fcasas)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/240
2 changed files with 45 additions and 0 deletions

View File

@ -348,6 +348,34 @@ static bool fold_bit_xor(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst,
return true;
}
static bool fold_dot(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst, const struct hlsl_type *dst_type,
const struct hlsl_ir_constant *src1, const struct hlsl_ir_constant *src2)
{
enum hlsl_base_type type = dst_type->base_type;
unsigned int k;
assert(type == src1->node.data_type->base_type);
assert(type == src2->node.data_type->base_type);
assert(src1->node.data_type->dimx == src2->node.data_type->dimx);
dst->u[0].f = 0.0f;
for (k = 0; k < src1->node.data_type->dimx; ++k)
{
switch (type)
{
case HLSL_TYPE_FLOAT:
case HLSL_TYPE_HALF:
dst->u[0].f += src1->value.u[k].f * src2->value.u[k].f;
break;
default:
FIXME("Fold 'dot' for type %s.\n", debug_hlsl_type(ctx, dst_type));
return false;
}
}
return true;
}
static bool fold_div(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst, const struct hlsl_type *dst_type,
const struct hlsl_ir_constant *src1, const struct hlsl_ir_constant *src2,
const struct vkd3d_shader_location *loc)
@ -788,6 +816,10 @@ bool hlsl_fold_constant_exprs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
success = fold_bit_xor(ctx, &res, instr->data_type, arg1, arg2);
break;
case HLSL_OP2_DOT:
success = fold_dot(ctx, &res, instr->data_type, arg1, arg2);
break;
case HLSL_OP2_DIV:
success = fold_div(ctx, &res, instr->data_type, arg1, arg2, &instr->loc);
break;

View File

@ -74,6 +74,19 @@ uniform 4 float4 3.0 0.0 0.0 0.0
draw quad
probe all rgba (6.0, 6.0, 6.0, 6.0)
[pixel shader]
static const float4 x = float4(2.0, 3.0, 4.0, 5.0);
static const float4 y = float4(6.0, 7.0, 8.0, 9.0);
float4 main() : sv_target
{
return dot(x, y);
}
[test]
draw quad
probe all rgba (110.0, 110.0, 110.0, 110.0)
[pixel shader fail]
uniform float1x1 x;
uniform float4 y;