vkd3d-shader/hlsl: Lower matrix casts.

Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Giovanni Mascellani 2022-06-08 18:18:41 -05:00 committed by Alexandre Julliard
parent 41df40b4ed
commit 3a755cb0e2
6 changed files with 106 additions and 21 deletions

View File

@ -266,6 +266,9 @@ static bool implicit_compatible_data_types(struct hlsl_type *t1, struct hlsl_typ
return false;
}
static struct hlsl_ir_load *add_load(struct hlsl_ctx *ctx, struct list *instrs, struct hlsl_ir_node *var_node,
struct hlsl_ir_node *offset, struct hlsl_type *data_type, const struct vkd3d_shader_location loc);
static struct hlsl_ir_node *add_cast(struct hlsl_ctx *ctx, struct list *instrs,
struct hlsl_ir_node *node, struct hlsl_type *dst_type, const struct vkd3d_shader_location *loc)
{
@ -275,10 +278,92 @@ static struct hlsl_ir_node *add_cast(struct hlsl_ctx *ctx, struct list *instrs,
if (hlsl_types_are_equal(src_type, dst_type))
return node;
if (!(cast = hlsl_new_cast(ctx, node, dst_type, loc)))
return NULL;
list_add_tail(instrs, &cast->node.entry);
return &cast->node;
if ((src_type->type == HLSL_CLASS_MATRIX || dst_type->type == HLSL_CLASS_MATRIX)
&& src_type->type <= HLSL_CLASS_LAST_NUMERIC && dst_type->type <= HLSL_CLASS_LAST_NUMERIC)
{
struct vkd3d_string_buffer *name;
static unsigned int counter = 0;
struct hlsl_ir_load *load;
struct hlsl_ir_var *var;
unsigned int dst_idx;
bool broadcast;
broadcast = src_type->dimx == 1 && src_type->dimy == 1;
assert(dst_type->dimx * dst_type->dimy <= src_type->dimx * src_type->dimy || broadcast);
if (src_type->type == HLSL_CLASS_MATRIX && dst_type->type == HLSL_CLASS_MATRIX && !broadcast)
{
assert(dst_type->dimx <= src_type->dimx);
assert(dst_type->dimy <= src_type->dimy);
}
name = vkd3d_string_buffer_get(&ctx->string_buffers);
vkd3d_string_buffer_printf(name, "<cast-%u>", counter++);
var = hlsl_new_synthetic_var(ctx, name->buffer, dst_type, *loc);
vkd3d_string_buffer_release(&ctx->string_buffers, name);
if (!var)
return NULL;
for (dst_idx = 0; dst_idx < dst_type->dimx * dst_type->dimy; ++dst_idx)
{
struct hlsl_type *src_scalar_type, *dst_scalar_type;
unsigned int src_idx, src_offset, dst_offset;
struct hlsl_ir_store *store;
struct hlsl_ir_constant *c;
if (broadcast)
{
src_idx = 0;
}
else
{
if (src_type->type == HLSL_CLASS_MATRIX && dst_type->type == HLSL_CLASS_MATRIX)
{
unsigned int x = dst_idx % dst_type->dimx, y = dst_idx / dst_type->dimx;
src_idx = y * src_type->dimx + x;
}
else
{
src_idx = dst_idx;
}
}
dst_offset = hlsl_compute_component_offset(ctx, dst_type, dst_idx, &dst_scalar_type);
src_offset = hlsl_compute_component_offset(ctx, src_type, src_idx, &src_scalar_type);
if (!(c = hlsl_new_uint_constant(ctx, src_offset, loc)))
return NULL;
list_add_tail(instrs, &c->node.entry);
if (!(load = add_load(ctx, instrs, node, &c->node, src_scalar_type, *loc)))
return NULL;
if (!(cast = hlsl_new_cast(ctx, &load->node, dst_scalar_type, loc)))
return NULL;
list_add_tail(instrs, &cast->node.entry);
if (!(c = hlsl_new_uint_constant(ctx, dst_offset, loc)))
return NULL;
list_add_tail(instrs, &c->node.entry);
if (!(store = hlsl_new_store(ctx, var, &c->node, &cast->node, 0, *loc)))
return NULL;
list_add_tail(instrs, &store->node.entry);
}
if (!(load = hlsl_new_load(ctx, var, NULL, dst_type, *loc)))
return NULL;
list_add_tail(instrs, &load->node.entry);
return &load->node;
}
else
{
if (!(cast = hlsl_new_cast(ctx, node, dst_type, loc)))
return NULL;
list_add_tail(instrs, &cast->node.entry);
return &cast->node;
}
}
static struct hlsl_ir_node *add_implicit_conversion(struct hlsl_ctx *ctx, struct list *instrs,

View File

@ -7,5 +7,5 @@ float4 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4)

View File

@ -55,7 +55,7 @@ float4 main() : SV_TARGET
}
[test]
todo draw quad
draw quad
probe all rgba (21, 22, 31, 32)

View File

@ -5,7 +5,7 @@ float4 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]
@ -15,7 +15,7 @@ float4 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]
@ -25,7 +25,7 @@ float4 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]
@ -35,7 +35,7 @@ float4x1 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (0.4, 0.3, 0.2, 0.1)
[pixel shader]

View File

@ -211,7 +211,7 @@ float4 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
@ -235,7 +235,7 @@ float4 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
@ -260,7 +260,7 @@ float4 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
@ -309,7 +309,7 @@ float4 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (2.0, 4.0, 0.0, 0.0)
[pixel shader]
@ -321,7 +321,7 @@ float4 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (2.0, 4.0, 0.0, 0.0)
[pixel shader]

View File

@ -5,7 +5,7 @@ float4x1 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
[pixel shader]
@ -15,7 +15,7 @@ row_major float1x4 main() : sv_target
}
[test]
todo draw quad
draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
[require]
@ -44,7 +44,7 @@ row_major float4x1 main() : sv_target
}
[test]
todo draw quad
draw quad
probe render target 0 all r (1.0)
probe render target 1 all r (2.0)
probe render target 2 all r (3.0)
@ -57,7 +57,7 @@ float1x4 main() : sv_target
}
[test]
todo draw quad
draw quad
probe render target 0 all r (1.0)
probe render target 1 all r (2.0)
probe render target 2 all r (3.0)
@ -78,7 +78,7 @@ void main(out float1x2 x : sv_target0, out float1x2 y : sv_target2)
}
[test]
todo draw quad
draw quad
probe render target 0 all r (1.0)
probe render target 1 all r (2.0)
probe render target 2 all r (5.0)
@ -96,7 +96,7 @@ void main(out row_major float1x4 x : sv_target0, out float1x2 y : sv_target1)
}
[test]
todo draw quad
draw quad
probe render target 0 all rgba (1.0, 2.0, 3.0, 4.0)
probe render target 1 all r (5.0)
probe render target 2 all r (6.0)