vkd3d-shader/hlsl: Implement the dst() intrinsic.

This commit is contained in:
Petrichor Park 2024-08-15 09:59:02 -05:00 committed by Henri Verbeet
parent 7ec44bd70b
commit 384810b4ba
Notes: Henri Verbeet 2024-09-04 18:49:06 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1001
2 changed files with 128 additions and 0 deletions

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@ -3796,6 +3796,50 @@ static bool intrinsic_dot(struct hlsl_ctx *ctx,
return !!add_binary_dot_expr(ctx, params->instrs, params->args[0], params->args[1], loc); return !!add_binary_dot_expr(ctx, params->instrs, params->args[0], params->args[1], loc);
} }
static bool intrinsic_dst(struct hlsl_ctx *ctx, const struct parse_initializer *params,
const struct vkd3d_shader_location *loc)
{
struct hlsl_ir_function_decl *func;
struct hlsl_type *type, *vec4_type;
char *body;
static const char template[] =
"%s dst(%s i0, %s i1)\n"
"{\n"
/* Scalars and vector-4s are both valid inputs, so promote scalars
* if necessary. */
" %s src0 = i0, src1 = i1;\n"
" return %s(1, src0.y * src1.y, src0.z, src1.w);\n"
"}";
if (!elementwise_intrinsic_float_convert_args(ctx, params, loc))
return false;
type = params->args[0]->data_type;
if (!(type->class == HLSL_CLASS_SCALAR
|| (type->class == HLSL_CLASS_VECTOR && type->dimx == 4)))
{
struct vkd3d_string_buffer *string;
if ((string = hlsl_type_to_string(ctx, type)))
hlsl_error(ctx, loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE,
"Wrong dimension for dst(): expected scalar or 4-dimensional vector, but got %s.",
string->buffer);
hlsl_release_string_buffer(ctx, string);
}
vec4_type = hlsl_get_vector_type(ctx, type->e.numeric.type, 4);
if (!(body = hlsl_sprintf_alloc(ctx, template,
vec4_type->name, type->name, type->name,
vec4_type->name,
vec4_type->name)))
return false;
func = hlsl_compile_internal_function(ctx, "dst", body);
vkd3d_free(body);
if (!func)
return false;
return !!add_user_call(ctx, func, params, false, loc);
}
static bool intrinsic_exp(struct hlsl_ctx *ctx, static bool intrinsic_exp(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc) const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{ {
@ -4967,6 +5011,7 @@ intrinsic_functions[] =
{"determinant", 1, true, intrinsic_determinant}, {"determinant", 1, true, intrinsic_determinant},
{"distance", 2, true, intrinsic_distance}, {"distance", 2, true, intrinsic_distance},
{"dot", 2, true, intrinsic_dot}, {"dot", 2, true, intrinsic_dot},
{"dst", 2, true, intrinsic_dst},
{"exp", 1, true, intrinsic_exp}, {"exp", 1, true, intrinsic_exp},
{"exp2", 1, true, intrinsic_exp2}, {"exp2", 1, true, intrinsic_exp2},
{"f16tof32", 1, true, intrinsic_f16tof32}, {"f16tof32", 1, true, intrinsic_f16tof32},

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@ -21,3 +21,86 @@ float4 main() : sv_target
{ {
return distance(x, y); return distance(x, y);
} }
[pixel shader]
uniform float4 src0;
uniform float4 src1;
float4 main() : SV_TARGET
{
return dst(src0, src1);
}
[test]
uniform 0 float4 16 32 48 64
uniform 4 float4 1.0 0.5 0.25 0.125
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 16.0, 48.0, 0.125)
[pixel shader]
float4 main() : SV_TARGET
{
return dst(int4(1, 2, 3, 4), int4(20, 40, 60, 80));
}
[test]
todo(glsl | sm>=6) draw quad
probe (0, 0) rgba (1.0, 80.0, 3.0, 80.0)
[pixel shader]
float4 main() : SV_TARGET
{
return dst(76.0, 4.0);
}
[test]
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 304.0, 76.0, 4.0)
[pixel shader fail]
float4 main() : SV_TARGET
{
float2 bad_size = 0;
dst(bad_size, bad_size);
return float4(1, 2, 3, 4);
}
[pixel shader fail]
float4 main() : SV_TARGET
{
float4x4 bad_size = 0;
dst(bad_size, bad_size);
return float4(1, 2, 3, 4);
}
[pixel shader fail]
float4 main() : SV_TARGET
{
float4x1 bad_size = 0;
dst(bad_size, bad_size);
return float4(1, 2, 3, 4);
}
[pixel shader fail]
float4 main() : SV_TARGET
{
float1x4 bad_size = 0;
dst(bad_size, bad_size);
return float4(1, 2, 3, 4);
}
[pixel shader fail]
float4 main() : SV_TARGET
{
float1x1 bad_size = 0;
dst(bad_size, bad_size);
return float4(1, 2, 3, 4);
}
[pixel shader fail]
float4 main() : SV_TARGET
{
float1 bad_size = 0;
dst(bad_size, bad_size);
return float4(1, 2, 3, 4);
}