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vkd3d-shader/fx: Don't cast between int and uint in state blocks.
This commit is contained in:
committed by
Henri Verbeet
parent
8866a43b2d
commit
3e8b56c509
Notes:
Henri Verbeet
2025-04-08 20:54:58 +02:00
Approved-by: Nikolay Sivov (@nsivov) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1420
@@ -2420,6 +2420,23 @@ static inline enum hlsl_base_type hlsl_type_from_fx_type(enum state_property_com
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}
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}
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static inline bool hlsl_type_state_compatible(struct hlsl_type *lhs, enum hlsl_base_type rhs)
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{
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if (!hlsl_is_numeric_type(lhs))
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return false;
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switch (lhs->e.numeric.type)
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{
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case HLSL_TYPE_INT:
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case HLSL_TYPE_UINT:
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return rhs == HLSL_TYPE_INT || rhs == HLSL_TYPE_UINT;
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default:
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return lhs->e.numeric.type == rhs;
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}
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vkd3d_unreachable();
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}
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static const struct rhs_named_value filter_values[] =
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{
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{ "MIN_MAG_MIP_POINT", 0x00 },
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@@ -2664,9 +2681,9 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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struct replace_state_context replace_context;
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const struct fx_4_state *state = NULL;
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struct hlsl_type *state_type = NULL;
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struct hlsl_ir_node *node, *cast;
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struct hlsl_ctx *ctx = fx->ctx;
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enum hlsl_base_type base_type;
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struct hlsl_ir_node *node;
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unsigned int i;
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if (type->class == HLSL_CLASS_BLEND_STATE && ctx->profile->major_version == 5)
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@@ -2803,9 +2820,15 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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if (state_type)
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{
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node = entry->args->node;
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if (!(cast = hlsl_new_cast(ctx, node, state_type, &var->loc)))
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return;
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list_add_after(&node->entry, &cast->entry);
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if (state->type == FX_UINT8 || !hlsl_type_state_compatible(node->data_type, base_type))
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{
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struct hlsl_ir_node *cast;
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if (!(cast = hlsl_new_cast(ctx, node, state_type, &var->loc)))
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return;
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list_add_after(&node->entry, &cast->entry);
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node = cast;
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}
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/* FX_UINT8 values are using 32-bits in the binary. Mask higher 24 bits for those. */
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if (state->type == FX_UINT8)
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@@ -2814,15 +2837,18 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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if (!(mask = hlsl_new_uint_constant(ctx, 0xff, &var->loc)))
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return;
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list_add_after(&cast->entry, &mask->entry);
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list_add_after(&node->entry, &mask->entry);
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if (!(cast = hlsl_new_binary_expr(ctx, HLSL_OP2_BIT_AND, cast, mask)))
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if (!(node = hlsl_new_binary_expr(ctx, HLSL_OP2_BIT_AND, node, mask)))
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return;
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list_add_after(&mask->entry, &cast->entry);
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list_add_after(&mask->entry, &node->entry);
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}
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hlsl_src_remove(entry->args);
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hlsl_src_from_node(entry->args, cast);
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if (node != entry->args->node)
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{
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hlsl_src_remove(entry->args);
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hlsl_src_from_node(entry->args, node);
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}
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hlsl_run_const_passes(ctx, entry->instrs);
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}
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@@ -3,7 +3,7 @@ shader model >= 4.0
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shader model < 6.0
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% int and uint are compatible and generate no casts
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[effect todo]
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[effect]
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int stencil = 1;
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DepthStencilState depth {
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DepthEnable = TRUE;
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