vkd3d-shader/hlsl: Prefer overload candidates with matching component types.

This commit is contained in:
Henri Verbeet 2024-12-10 22:10:11 +01:00
parent 6b8878377f
commit 32d432ab5e
Notes: Henri Verbeet 2024-12-16 17:26:51 +01:00
Approved-by: Francisco Casas (@fcasas)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1313
3 changed files with 27 additions and 18 deletions

View File

@ -3023,6 +3023,7 @@ static int function_parameter_compare(const struct hlsl_ir_var *candidate,
{ {
struct struct
{ {
enum hlsl_base_type type;
enum hlsl_base_type class; enum hlsl_base_type class;
unsigned int count; unsigned int count;
} c, r, a; } c, r, a;
@ -3032,13 +3033,16 @@ static int function_parameter_compare(const struct hlsl_ir_var *candidate,
if (!hlsl_is_numeric_type(arg->data_type)) if (!hlsl_is_numeric_type(arg->data_type))
return 0; return 0;
c.class = hlsl_base_type_class(candidate->data_type->e.numeric.type); c.type = candidate->data_type->e.numeric.type;
c.class = hlsl_base_type_class(c.type);
c.count = hlsl_type_component_count(candidate->data_type); c.count = hlsl_type_component_count(candidate->data_type);
r.class = hlsl_base_type_class(ref->data_type->e.numeric.type); r.type = ref->data_type->e.numeric.type;
r.class = hlsl_base_type_class(r.type);
r.count = hlsl_type_component_count(ref->data_type); r.count = hlsl_type_component_count(ref->data_type);
a.class = hlsl_base_type_class(arg->data_type->e.numeric.type); a.type = arg->data_type->e.numeric.type;
a.class = hlsl_base_type_class(a.type);
a.count = hlsl_type_component_count(arg->data_type); a.count = hlsl_type_component_count(arg->data_type);
/* Prefer candidates without component count narrowing. E.g., given an /* Prefer candidates without component count narrowing. E.g., given an
@ -3051,6 +3055,11 @@ static int function_parameter_compare(const struct hlsl_ir_var *candidate,
if ((ret = (a.class == c.class) - (a.class == r.class))) if ((ret = (a.class == c.class) - (a.class == r.class)))
return ret; return ret;
/* Prefer candidates with matching component types. E.g., given an int
* argument, int4 is a better match than uint4. */
if ((ret = (a.type == c.type) - (a.type == r.type)))
return ret;
return 0; return 0;
} }

View File

@ -17,7 +17,7 @@ float4 main() : sv_target
} }
[pixel shader todo] [pixel shader]
/* Test a basic overload. */ /* Test a basic overload. */
float func(int arg) float func(int arg)
{ {
@ -37,11 +37,11 @@ float4 main() : sv_target
} }
[test] [test]
todo(sm<6) draw quad draw quad
probe (0, 0) rgba (0.1, 0.2, 0.1, 0.2) probe (0, 0) rgba (0.1, 0.2, 0.1, 0.2)
[pixel shader fail] [pixel shader fail todo]
float func(int arg) float func(int arg)
{ {
return 1.0; return 1.0;
@ -58,7 +58,7 @@ float4 main() : sv_target
} }
[pixel shader todo] [pixel shader]
float func(int arg) float func(int arg)
{ {
return 1.0; return 1.0;
@ -78,8 +78,8 @@ float4 main() : sv_target
} }
[test] [test]
todo(sm<6) draw quad draw quad
todo(sm<6) probe (0,0) rgba (1.0, 2.0, 2.0, 2.0) probe (0, 0) rgba(1.0, 2.0, 2.0, 2.0)
% float and float1 can be defined separately... % float and float1 can be defined separately...
@ -307,7 +307,7 @@ probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
% E.g. in the following example, C is "int" in both cases, but "int" <-> "uint" % E.g. in the following example, C is "int" in both cases, but "int" <-> "uint"
% casts are preferred. % casts are preferred.
[pixel shader todo] [pixel shader]
float4 func(uint x) float4 func(uint x)
{ {
@ -325,12 +325,12 @@ float4 main() : sv_target
} }
[test] [test]
todo(sm<6) draw quad draw quad
todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0) todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
% Same as above. % Same as above.
[pixel shader todo] [pixel shader]
float4 func(int x) float4 func(int x)
{ {
@ -348,7 +348,7 @@ float4 main() : sv_target
} }
[test] [test]
todo(sm<6) draw quad draw quad
todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0) todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
% An exact match is preferred for minimum precision types as well. % An exact match is preferred for minimum precision types as well.
@ -448,7 +448,7 @@ probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
[require] [require]
% Reset % Reset
[pixel shader todo] [pixel shader]
float4 func(float2 x) float4 func(float2 x)
{ {
@ -466,8 +466,8 @@ float4 main() : sv_target
} }
[test] [test]
todo(sm<6) draw quad draw quad
todo(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
% Some matrices are implicitly compatible with vectors and will ambiguate with them. % Some matrices are implicitly compatible with vectors and will ambiguate with them.

View File

@ -204,7 +204,7 @@ float4 main() : sv_target
return refract(r, n, i); return refract(r, n, i);
} }
[pixel shader todo(sm<6)] [pixel shader]
float4 r; float4 r;
float4 n; float4 n;
float i; float i;
@ -228,6 +228,6 @@ float4 main() : sv_target
} }
[test] [test]
todo(sm<6) draw quad draw quad
if(sm<6) probe (0,0) rgba (2.0, 1.0, 1.0, 1.0) if(sm<6) probe (0,0) rgba (2.0, 1.0, 1.0, 1.0)
if(sm>=6) probe (0,0) rgba (1.0, 1.0, 1.0, 1.0) if(sm>=6) probe (0,0) rgba (1.0, 1.0, 1.0, 1.0)