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vkd3d-shader/hlsl: Fold constant division.
This commit includes work by Francisco Casas. Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Francisco Casas <fcasas@codeweavers.com> Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -255,6 +255,69 @@ static bool fold_nequal(struct hlsl_ctx *ctx, struct hlsl_ir_constant *dst,
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return true;
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return true;
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}
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}
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static bool fold_div(struct hlsl_ctx *ctx, struct hlsl_ir_constant *dst,
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struct hlsl_ir_constant *src1, struct hlsl_ir_constant *src2)
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{
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enum hlsl_base_type type = dst->node.data_type->base_type;
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unsigned int k;
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assert(type == src1->node.data_type->base_type);
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assert(type == src2->node.data_type->base_type);
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for (k = 0; k < dst->node.data_type->dimx; ++k)
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{
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switch (type)
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{
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case HLSL_TYPE_FLOAT:
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case HLSL_TYPE_HALF:
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if (src2->value[k].f == 0)
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{
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hlsl_warning(ctx, &dst->node.loc, VKD3D_SHADER_WARNING_HLSL_DIVISION_BY_ZERO,
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"Floating point division by zero");
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}
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dst->value[k].f = src1->value[k].f / src2->value[k].f;
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break;
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case HLSL_TYPE_DOUBLE:
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if (src2->value[k].d == 0)
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{
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hlsl_warning(ctx, &dst->node.loc, VKD3D_SHADER_WARNING_HLSL_DIVISION_BY_ZERO,
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"Floating point division by zero");
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}
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dst->value[k].d = src1->value[k].d / src2->value[k].d;
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break;
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case HLSL_TYPE_INT:
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if (src2->value[k].i == 0)
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{
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hlsl_error(ctx, &dst->node.loc, VKD3D_SHADER_ERROR_HLSL_DIVISION_BY_ZERO,
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"Division by zero.");
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return false;
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}
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if (src1->value[k].i == INT_MIN && src2->value[k].i == -1)
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dst->value[k].i = INT_MIN;
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else
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dst->value[k].i = src1->value[k].i / src2->value[k].i;
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break;
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case HLSL_TYPE_UINT:
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if (src2->value[k].u == 0)
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{
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hlsl_error(ctx, &dst->node.loc, VKD3D_SHADER_ERROR_HLSL_DIVISION_BY_ZERO,
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"Division by zero.");
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return false;
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}
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dst->value[k].u = src1->value[k].u / src2->value[k].u;
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break;
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default:
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FIXME("Fold division for type %s.\n", debug_hlsl_type(ctx, dst->node.data_type));
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return false;
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}
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}
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return true;
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}
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bool hlsl_fold_constants(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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bool hlsl_fold_constants(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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{
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{
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struct hlsl_ir_constant *arg1, *arg2 = NULL, *res;
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struct hlsl_ir_constant *arg1, *arg2 = NULL, *res;
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@ -308,6 +371,10 @@ bool hlsl_fold_constants(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void
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success = fold_nequal(ctx, res, arg1, arg2);
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success = fold_nequal(ctx, res, arg1, arg2);
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break;
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break;
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case HLSL_OP2_DIV:
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success = fold_div(ctx, res, arg1, arg2);
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break;
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default:
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default:
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FIXME("Fold \"%s\" expression.\n", debug_hlsl_expr_op(expr->op));
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FIXME("Fold \"%s\" expression.\n", debug_hlsl_expr_op(expr->op));
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success = false;
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success = false;
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@ -117,8 +117,10 @@ enum vkd3d_shader_error
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VKD3D_SHADER_ERROR_HLSL_INVALID_TEXEL_OFFSET = 5018,
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VKD3D_SHADER_ERROR_HLSL_INVALID_TEXEL_OFFSET = 5018,
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VKD3D_SHADER_ERROR_HLSL_OFFSET_OUT_OF_BOUNDS = 5019,
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VKD3D_SHADER_ERROR_HLSL_OFFSET_OUT_OF_BOUNDS = 5019,
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VKD3D_SHADER_ERROR_HLSL_INCOMPATIBLE_PROFILE = 5020,
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VKD3D_SHADER_ERROR_HLSL_INCOMPATIBLE_PROFILE = 5020,
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VKD3D_SHADER_ERROR_HLSL_DIVISION_BY_ZERO = 5021,
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VKD3D_SHADER_WARNING_HLSL_IMPLICIT_TRUNCATION = 5300,
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VKD3D_SHADER_WARNING_HLSL_IMPLICIT_TRUNCATION = 5300,
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VKD3D_SHADER_WARNING_HLSL_DIVISION_BY_ZERO = 5301,
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VKD3D_SHADER_ERROR_GLSL_INTERNAL = 6000,
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VKD3D_SHADER_ERROR_GLSL_INTERNAL = 6000,
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@ -23,3 +23,19 @@ float4 main() : SV_TARGET
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[test]
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[test]
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todo draw quad
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todo draw quad
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probe all rgba (5.0, 5.0, -5.0, 3.0)
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probe all rgba (5.0, 5.0, -5.0, 3.0)
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[require]
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shader model >= 4.0
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float x = 1;
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float y = 0;
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return x / y;
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}
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[test]
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draw quad
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probe all rgba (1e99, 1e99, 1e99, 1e99)
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@ -8,7 +8,7 @@ float4 main() : SV_TARGET
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}
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}
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[test]
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[test]
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todo draw quad
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draw quad
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probe all rgba (20.0, -10.0, 75.0, 0.0)
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probe all rgba (20.0, -10.0, 75.0, 0.0)
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[pixel shader]
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[pixel shader]
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@ -23,3 +23,12 @@ float4 main() : SV_TARGET
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[test]
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[test]
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todo draw quad
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todo draw quad
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probe all rgba (5.0, 5.0, -5.0, 3.0)
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probe all rgba (5.0, 5.0, -5.0, 3.0)
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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int x = 1;
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int y = 0;
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return x / y;
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}
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@ -26,3 +26,12 @@ float4 main() : SV_TARGET
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[test]
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[test]
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draw quad
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draw quad
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probe all rgba (5.0, 5.0, 4294967296.0, 3.0)
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probe all rgba (5.0, 5.0, 4294967296.0, 3.0)
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[pixel shader fail]
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float4 main() : SV_TARGET
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{
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uint x = 1;
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uint y = 0;
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return x / y;
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}
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