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vkd3d-shader/hlsl: Support frac() intrinsic.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=34242 Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Notes:
Alexandre Julliard
2023-01-25 22:43:33 +01:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/68
@ -60,6 +60,7 @@ vkd3d_shader_tests = \
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tests/compute.shader_test \
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tests/conditional.shader_test \
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tests/floor.shader_test \
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tests/frac.shader_test \
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tests/hlsl-array-dimension.shader_test \
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tests/hlsl-attributes.shader_test \
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tests/hlsl-bool-cast.shader_test \
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@ -2502,6 +2502,17 @@ static bool intrinsic_floor(struct hlsl_ctx *ctx,
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_FLOOR, arg, loc);
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}
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static bool intrinsic_frac(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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struct hlsl_ir_node *arg;
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if (!(arg = intrinsic_float_convert_arg(ctx, params, params->args[0], loc)))
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return false;
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_FRACT, arg, loc);
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}
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static bool intrinsic_ldexp(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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@ -2922,6 +2933,7 @@ intrinsic_functions[] =
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{"cross", 2, true, intrinsic_cross},
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{"dot", 2, true, intrinsic_dot},
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{"floor", 1, true, intrinsic_floor},
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{"frac", 1, true, intrinsic_frac},
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{"ldexp", 2, true, intrinsic_ldexp},
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{"length", 1, true, intrinsic_length},
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{"lerp", 3, true, intrinsic_lerp},
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@ -658,6 +658,10 @@ static void write_sm1_expr(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *b
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write_sm1_binary_op(ctx, buffer, D3DSIO_MUL, &instr->reg, &arg1->reg, &arg2->reg);
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break;
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case HLSL_OP1_FRACT:
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write_sm1_unary_op(ctx, buffer, D3DSIO_FRC, &instr->reg, &arg1->reg, D3DSPSM_NONE);
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break;
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default:
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hlsl_fixme(ctx, &instr->loc, "SM1 \"%s\" expression.", debug_hlsl_expr_op(expr->op));
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break;
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12
tests/frac.shader_test
Normal file
12
tests/frac.shader_test
Normal file
@ -0,0 +1,12 @@
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[pixel shader]
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uniform float4 f;
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float4 main() : sv_target
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{
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return frac(f);
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}
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[test]
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uniform 0 float4 -1.1 1.6 1.3 0.5
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draw quad
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probe all rgba (0.9, 0.6, 0.3, 0.5) 2
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