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vkd3d-shader/hlsl: Implement the dst() intrinsic.
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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
@ -3796,6 +3796,50 @@ static bool intrinsic_dot(struct hlsl_ctx *ctx,
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return !!add_binary_dot_expr(ctx, params->instrs, params->args[0], params->args[1], loc);
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return !!add_binary_dot_expr(ctx, params->instrs, params->args[0], params->args[1], loc);
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}
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}
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static bool intrinsic_dst(struct hlsl_ctx *ctx, const struct parse_initializer *params,
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const struct vkd3d_shader_location *loc)
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{
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struct hlsl_ir_function_decl *func;
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struct hlsl_type *type, *vec4_type;
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char *body;
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static const char template[] =
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"%s dst(%s i0, %s i1)\n"
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"{\n"
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/* Scalars and vector-4s are both valid inputs, so promote scalars
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* if necessary. */
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" %s src0 = i0, src1 = i1;\n"
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" return %s(1, src0.y * src1.y, src0.z, src1.w);\n"
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"}";
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if (!elementwise_intrinsic_float_convert_args(ctx, params, loc))
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return false;
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type = params->args[0]->data_type;
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if (!(type->class == HLSL_CLASS_SCALAR
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|| (type->class == HLSL_CLASS_VECTOR && type->dimx == 4)))
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{
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struct vkd3d_string_buffer *string;
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if ((string = hlsl_type_to_string(ctx, type)))
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hlsl_error(ctx, loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE,
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"Wrong dimension for dst(): expected scalar or 4-dimensional vector, but got %s.",
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string->buffer);
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hlsl_release_string_buffer(ctx, string);
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}
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vec4_type = hlsl_get_vector_type(ctx, type->e.numeric.type, 4);
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if (!(body = hlsl_sprintf_alloc(ctx, template,
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vec4_type->name, type->name, type->name,
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vec4_type->name,
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vec4_type->name)))
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return false;
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func = hlsl_compile_internal_function(ctx, "dst", body);
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vkd3d_free(body);
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if (!func)
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return false;
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return !!add_user_call(ctx, func, params, false, loc);
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}
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static bool intrinsic_exp(struct hlsl_ctx *ctx,
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static bool intrinsic_exp(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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{
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@ -4967,6 +5011,7 @@ intrinsic_functions[] =
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{"determinant", 1, true, intrinsic_determinant},
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{"determinant", 1, true, intrinsic_determinant},
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{"distance", 2, true, intrinsic_distance},
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{"distance", 2, true, intrinsic_distance},
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{"dot", 2, true, intrinsic_dot},
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{"dot", 2, true, intrinsic_dot},
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{"dst", 2, true, intrinsic_dst},
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{"exp", 1, true, intrinsic_exp},
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{"exp", 1, true, intrinsic_exp},
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{"exp2", 1, true, intrinsic_exp2},
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{"exp2", 1, true, intrinsic_exp2},
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{"f16tof32", 1, true, intrinsic_f16tof32},
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{"f16tof32", 1, true, intrinsic_f16tof32},
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@ -21,3 +21,86 @@ float4 main() : sv_target
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{
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{
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return distance(x, y);
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return distance(x, y);
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}
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}
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[pixel shader]
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uniform float4 src0;
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uniform float4 src1;
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float4 main() : SV_TARGET
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{
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return dst(src0, src1);
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}
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[test]
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uniform 0 float4 16 32 48 64
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uniform 4 float4 1.0 0.5 0.25 0.125
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 16.0, 48.0, 0.125)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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return dst(int4(1, 2, 3, 4), int4(20, 40, 60, 80));
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}
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[test]
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todo(glsl | sm>=6) draw quad
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probe (0, 0) rgba (1.0, 80.0, 3.0, 80.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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return dst(76.0, 4.0);
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}
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[test]
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 304.0, 76.0, 4.0)
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float2 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float4x4 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float4x1 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float1x4 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float1x1 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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float1 bad_size = 0;
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dst(bad_size, bad_size);
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return float4(1, 2, 3, 4);
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}
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