vkd3d-shader/msl: Implement VSIR_OP_ATAN.

This commit is contained in:
Henri Verbeet
2025-09-22 17:39:01 +02:00
parent d9d2a00ef3
commit 521efaeb7b
Notes: Henri Verbeet 2025-09-30 17:26:19 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1759
2 changed files with 43 additions and 40 deletions

View File

@@ -101,24 +101,24 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.0 0.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (-0.785409629, 0.0, 0.0, 0.0) 512
draw quad
probe (0, 0) f32(-0.785409629, 0.0, 0.0, 0.0) 512
uniform 0 float4 -0.5 0.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (-0.4636476, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(-0.4636476, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 0.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(0.0, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.5 0.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.4636476, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(0.4636476, 0.0, 0.0, 0.0) 256
uniform 0 float4 1.0 0.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.785409629, 0.0, 0.0, 0.0) 512
draw quad
probe (0, 0) f32(0.785409629, 0.0, 0.0, 0.0) 512
[pixel shader]
uniform float4 a;
@@ -132,64 +132,64 @@ float4 main() : sv_target
[test]
% Non-degenerate cases
uniform 0 float4 1.0 1.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.785385, 0.0, 0.0, 0.0) 512
draw quad
probe (0, 0) f32(0.785385, 0.0, 0.0, 0.0) 512
uniform 0 float4 5.0 -5.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (2.356194, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(2.356194, 0.0, 0.0, 0.0) 256
uniform 0 float4 -3.0 -3.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (-2.356194, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(-2.356194, 0.0, 0.0, 0.0) 256
uniform 0 float4 1.0 0.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 -1.0 0.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (-1.570796, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(-1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 1.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(0.0, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 -1.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(3.1415927, 0.0, 0.0, 0.0) 256
% Degenerate cases
uniform 0 float4 0.00001 0.00002 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (0.463647, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(0.463647, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.00001 -0.00002 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (2.677945, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(2.677945, 0.0, 0.0, 0.0) 256
uniform 0 float4 -0.00001 100000.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (-0.000000000099986595, 0.0, 0.0, 0.0) 2048
draw quad
probe (0, 0) f32(-0.000000000099986595, 0.0, 0.0, 0.0) 2048
uniform 0 float4 10000000.0 0.00000001 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(1.570796, 0.0, 0.0, 0.0) 256
% Negative zero behavior should be to treat it the
% same as normal zero.
uniform 0 float4 1000000000.0 0.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 1000000000.0 -0.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (1.570796, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 -1.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(3.1415927, 0.0, 0.0, 0.0) 256
uniform 0 float4 -0.0 -1.0 0.0 0.0
todo(msl & sm>=6) draw quad
probe (0, 0) rgba (3.1415927, 0.0, 0.0, 0.0) 256
draw quad
probe (0, 0) f32(3.1415927, 0.0, 0.0, 0.0) 256