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vkd3d-shader/dxil: Implement DX intrinsic FAbs.
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Notes:
Alexandre Julliard
2024-03-18 23:25:32 +01:00
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/718
@ -342,6 +342,7 @@ enum dx_intrinsic_opcode
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{
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DX_LOAD_INPUT = 4,
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DX_STORE_OUTPUT = 5,
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DX_FABS = 6,
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DX_ISNAN = 8,
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DX_ISINF = 9,
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DX_ISFINITE = 10,
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@ -4267,6 +4268,21 @@ static void sm6_parser_emit_dx_create_handle(struct sm6_parser *sm6, enum dx_int
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ins->handler_idx = VKD3DSIH_NOP;
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}
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static void sm6_parser_emit_dx_fabs(struct sm6_parser *sm6, enum dx_intrinsic_opcode op,
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const struct sm6_value **operands, struct function_emission_state *state)
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{
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struct vkd3d_shader_instruction *ins = state->ins;
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struct vkd3d_shader_src_param *src_param;
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vsir_instruction_init(ins, &sm6->p.location, VKD3DSIH_MOV);
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if (!(src_param = instruction_src_params_alloc(ins, 1, sm6)))
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return;
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src_param_init_from_value(src_param, operands[0]);
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src_param->modifiers = VKD3DSPSM_ABS;
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instruction_dst_param_init_ssa_scalar(ins, sm6);
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}
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static enum vkd3d_shader_opcode sm6_dx_map_ma_op(enum dx_intrinsic_opcode op, const struct sm6_type *type)
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{
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switch (op)
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@ -5051,6 +5067,7 @@ static const struct sm6_dx_opcode_info sm6_dx_op_table[] =
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[DX_DERIV_FINEX ] = {"e", "R", sm6_parser_emit_dx_unary},
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[DX_DERIV_FINEY ] = {"e", "R", sm6_parser_emit_dx_unary},
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[DX_EXP ] = {"g", "R", sm6_parser_emit_dx_unary},
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[DX_FABS ] = {"g", "R", sm6_parser_emit_dx_fabs},
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[DX_FIRST_BIT_HI ] = {"i", "m", sm6_parser_emit_dx_unary},
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[DX_FIRST_BIT_LO ] = {"i", "m", sm6_parser_emit_dx_unary},
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[DX_FIRST_BIT_SHI ] = {"i", "m", sm6_parser_emit_dx_unary},
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@ -8,8 +8,8 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.1 0.7 0.0 0.0
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.1, 0.7, 0.4, 0.4)
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uniform 0 float4 -0.7 0.1 0.0 0.0
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.7, 0.1, 1.2, 0.4)
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@ -8,10 +8,10 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -0.5 6.5 0.0 0.0
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (-0.5, 0.0, 0.0, 0.0) 4
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uniform 0 float4 1.1 0.3 0.0 0.0
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.2, 0.0, 0.0, 0.0) 4
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[pixel shader todo(sm<4)]
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@ -24,8 +24,8 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -0.5 6.5 2.0 0.0
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (-0.5, 0.5, 0.0, 0.0) 4
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uniform 0 float4 1.1 0.3 3.0 0.0
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (1.1, 0.3, 0.0, 0.0) 4
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@ -18,7 +18,7 @@ float4 main(float4 pos : sv_position) : sv_target
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}
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[test]
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe (10, 10) rgba (8.0, 8.0, 8.0, 8.0)
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probe (11, 10) rgba (8.0, 8.0, 8.0, 8.0)
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probe (12, 10) rgba (10.0, 10.0, 10.0, 10.0)
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@ -47,7 +47,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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todo(sm>=6) draw quad
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draw quad
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probe all rgba (2.0, 2.0, 2.0, 2.0)
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[pixel shader]
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@ -60,7 +60,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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todo(sm>=6) draw quad
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draw quad
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probe all rgba (2.0, 2.0, 2.0, 2.0)
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[pixel shader fail]
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