vkd3d-shader: Implement tex*() functions variants with gradient arguments.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2024-05-25 20:56:54 +02:00 committed by Henri Verbeet
parent 4cd2dd50f9
commit 4ff288bd32
Notes: Henri Verbeet 2024-07-08 18:54:32 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/917
5 changed files with 102 additions and 16 deletions

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@ -1865,7 +1865,7 @@ struct sm1_instruction
D3DSHADER_PARAM_SRCMOD_TYPE mod;
unsigned int swizzle;
uint32_t reg;
} srcs[3];
} srcs[4];
unsigned int src_count;
unsigned int has_dst;
@ -2573,6 +2573,8 @@ static void write_sm1_resource_load(struct hlsl_ctx *ctx, struct vkd3d_bytecode_
{
const struct hlsl_ir_resource_load *load = hlsl_ir_resource_load(instr);
struct hlsl_ir_node *coords = load->coords.node;
struct hlsl_ir_node *ddx = load->ddx.node;
struct hlsl_ir_node *ddy = load->ddy.node;
unsigned int sampler_offset, reg_id;
struct sm1_instruction sm1_instr;
@ -2613,6 +2615,20 @@ static void write_sm1_resource_load(struct hlsl_ctx *ctx, struct vkd3d_bytecode_
sm1_instr.opcode |= VKD3DSI_TEXLD_BIAS << VKD3D_SM1_INSTRUCTION_FLAGS_SHIFT;
break;
case HLSL_RESOURCE_SAMPLE_GRAD:
sm1_instr.opcode = D3DSIO_TEXLDD;
sm1_instr.srcs[2].type = D3DSPR_TEMP;
sm1_instr.srcs[2].reg = ddx->reg.id;
sm1_instr.srcs[2].swizzle = hlsl_swizzle_from_writemask(ddx->reg.writemask);
sm1_instr.srcs[3].type = D3DSPR_TEMP;
sm1_instr.srcs[3].reg = ddy->reg.id;
sm1_instr.srcs[3].swizzle = hlsl_swizzle_from_writemask(ddy->reg.writemask);
sm1_instr.src_count += 2;
break;
default:
hlsl_fixme(ctx, &instr->loc, "Resource load type %u.", load->load_type);
return;

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@ -4279,6 +4279,7 @@ static bool intrinsic_tanh(struct hlsl_ctx *ctx,
static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *params,
const struct vkd3d_shader_location *loc, const char *name, enum hlsl_sampler_dim dim)
{
unsigned int sampler_dim = hlsl_sampler_dim_count(dim);
struct hlsl_resource_load_params load_params = { 0 };
const struct hlsl_type *sampler_type;
struct hlsl_ir_node *coords, *sample;
@ -4290,11 +4291,6 @@ static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *
return false;
}
if (params->args_count == 4)
{
hlsl_fixme(ctx, loc, "Samples with gradients are not implemented.");
}
sampler_type = params->args[0]->data_type;
if (sampler_type->class != HLSL_CLASS_SAMPLER
|| (sampler_type->sampler_dim != dim && sampler_type->sampler_dim != HLSL_SAMPLER_DIM_GENERIC))
@ -4318,12 +4314,12 @@ static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *
else
load_params.type = HLSL_RESOURCE_SAMPLE_LOD_BIAS;
if (!(c = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(X, Y, Z, W), hlsl_sampler_dim_count(dim), params->args[1], loc)))
if (!(c = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(X, Y, Z, W), sampler_dim, params->args[1], loc)))
return false;
hlsl_block_add_instr(params->instrs, c);
if (!(coords = add_implicit_conversion(ctx, params->instrs, c, hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT,
hlsl_sampler_dim_count(dim)), loc)))
if (!(coords = add_implicit_conversion(ctx, params->instrs, c,
hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, sampler_dim), loc)))
{
return false;
}
@ -4350,14 +4346,13 @@ static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *
if (hlsl_version_ge(ctx, 4, 0))
{
unsigned int count = hlsl_sampler_dim_count(dim);
struct hlsl_ir_node *divisor;
if (!(divisor = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(W, W, W, W), count, coords, loc)))
if (!(divisor = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(W, W, W, W), sampler_dim, coords, loc)))
return false;
hlsl_block_add_instr(params->instrs, divisor);
if (!(coords = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(X, Y, Z, W), count, coords, loc)))
if (!(coords = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(X, Y, Z, W), sampler_dim, coords, loc)))
return false;
hlsl_block_add_instr(params->instrs, coords);
@ -4371,12 +4366,34 @@ static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *
load_params.type = HLSL_RESOURCE_SAMPLE_PROJ;
}
}
else if (params->args_count == 4) /* Gradient sampling. */
{
if (!(coords = add_implicit_conversion(ctx, params->instrs, params->args[1],
hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, sampler_dim), loc)))
{
return false;
}
if (!(load_params.ddx = add_implicit_conversion(ctx, params->instrs, params->args[2],
hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, sampler_dim), loc)))
{
return false;
}
if (!(load_params.ddy = add_implicit_conversion(ctx, params->instrs, params->args[3],
hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, sampler_dim), loc)))
{
return false;
}
load_params.type = HLSL_RESOURCE_SAMPLE_GRAD;
}
else
{
load_params.type = HLSL_RESOURCE_SAMPLE;
if (!(coords = add_implicit_conversion(ctx, params->instrs, params->args[1],
hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, hlsl_sampler_dim_count(dim)), loc)))
hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, sampler_dim), loc)))
{
return false;
}

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@ -2565,11 +2565,11 @@ static bool lower_combined_samples(struct hlsl_ctx *ctx, struct hlsl_ir_node *in
case HLSL_RESOURCE_RESINFO:
case HLSL_RESOURCE_SAMPLE_CMP:
case HLSL_RESOURCE_SAMPLE_CMP_LZ:
case HLSL_RESOURCE_SAMPLE_GRAD:
case HLSL_RESOURCE_SAMPLE_INFO:
return false;
case HLSL_RESOURCE_SAMPLE:
case HLSL_RESOURCE_SAMPLE_GRAD:
case HLSL_RESOURCE_SAMPLE_LOD:
case HLSL_RESOURCE_SAMPLE_LOD_BIAS:
case HLSL_RESOURCE_SAMPLE_PROJ:

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@ -1899,13 +1899,42 @@ static enum vkd3d_result vsir_program_normalise_combined_samplers(struct vsir_pr
ins->src_count = 3;
break;
case VKD3DSIH_TEXLDD:
if (!(srcs = shader_src_param_allocator_get(&program->instructions.src_params, 5)))
return VKD3D_ERROR_OUT_OF_MEMORY;
memset(srcs, 0, sizeof(*srcs) * 5);
ins->opcode = VKD3DSIH_SAMPLE_GRAD;
srcs[0] = ins->src[0];
srcs[1].reg.type = VKD3DSPR_RESOURCE;
srcs[1].reg.idx[0] = ins->src[1].reg.idx[0];
srcs[1].reg.idx[1] = ins->src[1].reg.idx[0];
srcs[1].reg.idx_count = 2;
srcs[1].reg.data_type = VKD3D_DATA_RESOURCE;
srcs[1].reg.dimension = VSIR_DIMENSION_VEC4;
srcs[1].swizzle = VKD3D_SHADER_NO_SWIZZLE;
srcs[2].reg.type = VKD3DSPR_SAMPLER;
srcs[2].reg.idx[0] = ins->src[1].reg.idx[0];
srcs[2].reg.idx[1] = ins->src[1].reg.idx[0];
srcs[2].reg.idx_count = 2;
srcs[2].reg.data_type = VKD3D_DATA_SAMPLER;
srcs[3] = ins->src[2];
srcs[4] = ins->src[3];
ins->src = srcs;
ins->src_count = 5;
break;
case VKD3DSIH_TEXBEM:
case VKD3DSIH_TEXBEML:
case VKD3DSIH_TEXCOORD:
case VKD3DSIH_TEXDEPTH:
case VKD3DSIH_TEXDP3:
case VKD3DSIH_TEXDP3TEX:
case VKD3DSIH_TEXLDD:
case VKD3DSIH_TEXLDL:
case VKD3DSIH_TEXM3x2PAD:
case VKD3DSIH_TEXM3x2TEX:

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@ -1,5 +1,6 @@
[require]
shader model >= 4.0
shader model >= 3.0
options: backcompat
[sampler 0]
filter linear linear linear
@ -14,6 +15,29 @@ levels 2
0.0 0.0 1.0 0.0
[pixel shader fail(sm>=6)]
sampler s;
float4 grad;
float4 main() : sv_target
{
return tex2D(s, float2(0.5, 0.5), grad.xy, grad.zw);
}
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(glsl) draw quad
probe (0,0) rgba (1.0, 0.0, 1.0, 0.0)
uniform 0 float4 1.0 1.0 1.0 1.0
todo(glsl) draw quad
probe (0,0) rgba (0.0, 0.0, 1.0, 0.0)
uniform 0 float4 2.0 2.0 2.0 2.0
todo(glsl) draw quad
probe (0,0) rgba (0.0, 0.0, 1.0, 0.0)
[require]
shader model >= 4.0
[pixel shader]
sampler s;
Texture2D t;