vkd3d-shader/hlsl: Fold some general conditional identities.

The following conditional identities are applied:

  c ? x : x -> x
  false ? x : y -> y; true ? x : y -> x
  c ? true : false -> c; c ? false : true -> !c
  !c ? x : y -> c ? y : x

Lastly, for expression chains x, y in a conditional expression
  c ? x : y,
we evaluate all conditionals in the expression chains with the
condition c, assuming c is true (for x), or false (for y).
This commit is contained in:
Shaun Ren
2025-08-01 19:24:12 -04:00
committed by Henri Verbeet
parent 245430002a
commit 320c3c9652
Notes: Henri Verbeet 2025-08-21 16:34:35 +02:00
Approved-by: Francisco Casas (@fcasas)
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1648
5 changed files with 352 additions and 74 deletions

View File

@@ -160,6 +160,123 @@ float4 main() : sv_target
draw quad
probe (0, 0) rgba (1.0, 6.0, 7.0, 4.0)
[pixel shader]
static float4 cond = {1, 0, 0, 1};
uniform float4 a;
float4 main() : sv_target
{
return cond ? a : a;
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
draw quad
probe (0, 0) f32(1.0, 2.0, 3.0, 4.0)
[pixel shader]
uniform float4 a;
float4 main() : sv_target
{
return float4(false ? a.x : a.y, true ? a.x : a.y, 0, 0);
}
[test]
uniform 0 float4 1.0 2.0 0.0 0.0
draw quad
probe (0, 0) f32(2.0, 1.0, 0.0, 0.0)
[pixel shader todo(sm<4)]
uniform float c;
float4 main() : sv_target
{
bool cond = c >= 0;
return float4(cond ? true : false, cond ? false : true, 0, 0);
}
[test]
uniform 0 float -1.0
todo(sm<4) draw quad
probe (0, 0) f32(0.0, 1.0, 0.0, 0.0)
[pixel shader]
uniform bool cond;
uniform float4 a, b;
float4 main() : sv_target
{
return !cond ? a : b;
}
[test]
if(sm<4) uniform 0 float 0.0
if(sm>=4) uniform 0 uint 0
uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0
draw quad
probe (0, 0) f32(1.0, 2.0, 3.0, 4.0)
[pixel shader]
uniform float4 a;
float4 main() : sv_target
{
bool cond1 = a.x > 0, cond2 = a.x > 2;
float4 ret;
ret.x = cond1 ? (cond1 ? a.x : a.y) : a.z;
ret.y = cond1 ? a.x : (cond1 ? a.y : a.z);
ret.z = cond2 ? (cond2 ? a.x : a.y) : a.z;
ret.w = cond2 ? a.x : (cond2 ? a.y : a.z);
return ret;
}
[test]
uniform 0 float4 1.0 2.0 3.0 0.0
draw quad
probe (0, 0) f32(1.0, 1.0, 3.0, 3.0)
[pixel shader]
uniform float a;
float4 main() : sv_target
{
bool cond1 = a > 0, cond2 = a > 2;
float4 ret;
ret.xy = cond1 ? (cond1 ? float2(0, 1) : float2(1, 0)) : float2(1, 1);
ret.zw = cond2 ? float2(0, 2) : (cond2 ? float2(2, 0) : float2(2, 2));
return ret;
}
[test]
uniform 0 float 1.0
draw quad
probe (0, 0) f32(0.0, 1.0, 2.0, 2.0)
[pixel shader]
uniform float4 a;
float4 main() : sv_target
{
bool cond1 = a.x > 2, cond2 = a.x > 0, cond3 = a.y > 3;
float b = cond1 ? a.x : a.y;
float c = cond2 ? a.z : b;
float d = cond3 ? a.w : c + 10;
float e = cond1 ? a.x : d;
return e;
}
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
draw quad
probe (0, 0) f32(13.0, 13.0, 13.0, 13.0)
[pixel shader fail]