vkd3d-shader/hlsl: Implement round() intrinsic function in SM4.

Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Francisco Casas 2021-11-19 15:38:41 +01:00 committed by Alexandre Julliard
parent c632ac7605
commit 3dad54845e
6 changed files with 41 additions and 0 deletions

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@ -91,6 +91,7 @@ vkd3d_shader_tests = \
tests/preproc-invalid.shader_test \
tests/preproc-macro.shader_test \
tests/preproc-misc.shader_test \
tests/round.shader_test \
tests/sampler.shader_test \
tests/saturate.shader_test \
tests/swizzle-0.shader_test \

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@ -1156,6 +1156,7 @@ const char *debug_hlsl_expr_op(enum hlsl_ir_expr_op op)
[HLSL_OP1_NEG] = "-",
[HLSL_OP1_NRM] = "nrm",
[HLSL_OP1_RCP] = "rcp",
[HLSL_OP1_ROUND] = "round",
[HLSL_OP1_RSQ] = "rsq",
[HLSL_OP1_SAT] = "sat",
[HLSL_OP1_SIGN] = "sign",

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@ -299,6 +299,7 @@ enum hlsl_ir_expr_op
HLSL_OP1_NEG,
HLSL_OP1_NRM,
HLSL_OP1_RCP,
HLSL_OP1_ROUND,
HLSL_OP1_RSQ,
HLSL_OP1_SAT,
HLSL_OP1_SIGN,

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@ -1611,6 +1611,12 @@ static bool intrinsic_pow(struct hlsl_ctx *ctx,
return true;
}
static bool intrinsic_round(struct hlsl_ctx *ctx,
const struct parse_initializer *params, struct vkd3d_shader_location loc)
{
return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_ROUND, params->args[0], &loc);
}
static bool intrinsic_saturate(struct hlsl_ctx *ctx,
const struct parse_initializer *params, struct vkd3d_shader_location loc)
{
@ -1626,10 +1632,12 @@ static const struct intrinsic_function
}
intrinsic_functions[] =
{
/* Note: these entries should be kept in alphabetical order. */
{"abs", 1, true, intrinsic_abs},
{"clamp", 3, true, intrinsic_clamp},
{"max", 2, true, intrinsic_max},
{"pow", 2, true, intrinsic_pow},
{"round", 1, true, intrinsic_round},
{"saturate", 1, true, intrinsic_saturate},
};

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@ -1305,6 +1305,10 @@ static void write_sm4_expr(struct hlsl_ctx *ctx,
write_sm4_unary_op(buffer, VKD3D_SM4_OP_MOV, &expr->node, arg1, VKD3D_SM4_REGISTER_MODIFIER_NEGATE);
break;
case HLSL_OP1_ROUND:
write_sm4_unary_op(buffer, VKD3D_SM4_OP_ROUND_NE, &expr->node, arg1, 0);
break;
case HLSL_OP1_SAT:
write_sm4_unary_op(buffer, VKD3D_SM4_OP_MOV
| (VKD3D_SM4_INSTRUCTION_FLAG_SATURATE << VKD3D_SM4_INSTRUCTION_FLAGS_SHIFT),

26
tests/round.shader_test Normal file
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@ -0,0 +1,26 @@
[pixel shader]
float4 main(uniform float4 u) : sv_target
{
return round(u);
}
[test]
uniform 0 float4 -0.5 6.5 7.5 3.4
draw quad
probe all rgba (0.0, 6.0, 8.0, 3.0) 4
[pixel shader]
float4 main(uniform float4 u) : sv_target
{
float a = round(u.r);
int2 b = round(u.gb);
float4 res = float4(b, a, u.a);
return round(res);
}
[test]
uniform 0 float4 -0.5 6.5 7.5 3.4
draw quad
probe all rgba (6.0, 8.0, 0.0, 3.0) 4