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vkd3d-shader/hlsl: Use a bool type for "new_cond" in lower_conditional_block_discard_nz().
This fixes the assertion error
"sm4_generate_vsir_instr_expr Failed assertion: dst_type->e.numeric.type == HLSL_TYPE_BOOL"
which occurs when compiling the following HLSL shader using the ps_4_0 target profile:
uniform float4 x;
uniform bool b;
float4 main() : SV_Target
{
if (!b)
clip(x.x);
else
clip(x.y);
return x;
}
This commit is contained in:
Notes:
Henri Verbeet
2025-11-10 16:27:19 +01:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1817
@@ -4099,7 +4099,6 @@ static bool lower_conditional_block_stores(struct hlsl_ctx *ctx, struct hlsl_ir_
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static bool lower_conditional_block_discard_nz(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
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static bool lower_conditional_block_discard_nz(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
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struct hlsl_ir_node *cond, bool is_then)
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struct hlsl_ir_node *cond, bool is_then)
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{
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{
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struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS] = {0};
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struct hlsl_ir_node *discard_cond, *new_cond = NULL;
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struct hlsl_ir_node *discard_cond, *new_cond = NULL;
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struct hlsl_ir_jump *jump;
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struct hlsl_ir_jump *jump;
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struct hlsl_block block;
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struct hlsl_block block;
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@@ -4122,12 +4121,8 @@ static bool lower_conditional_block_discard_nz(struct hlsl_ctx *ctx, struct hlsl
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cond = hlsl_block_add_unary_expr(ctx, &block, HLSL_OP1_LOGIC_NOT, cond, &instr->loc);
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cond = hlsl_block_add_unary_expr(ctx, &block, HLSL_OP1_LOGIC_NOT, cond, &instr->loc);
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discard_cond = hlsl_block_add_cast(ctx, &block, discard_cond, cond->data_type, &instr->loc);
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discard_cond = hlsl_block_add_cast(ctx, &block, discard_cond, cond->data_type, &instr->loc);
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operands[0] = cond;
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operands[1] = discard_cond;
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/* discard_nz (cond && discard_cond) */
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/* discard_nz (cond && discard_cond) */
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new_cond = hlsl_block_add_expr(ctx, &block, HLSL_OP2_LOGIC_AND, operands,
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new_cond = hlsl_block_add_binary_expr(ctx, &block, HLSL_OP2_LOGIC_AND, cond, discard_cond);
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hlsl_get_scalar_type(ctx, HLSL_TYPE_UINT), &jump->node.loc);
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list_move_before(&jump->node.entry, &block.instrs);
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list_move_before(&jump->node.entry, &block.instrs);
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hlsl_src_remove(&jump->condition);
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hlsl_src_remove(&jump->condition);
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@@ -10,19 +10,49 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 1 2 3 4
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uniform 0 float4 1 2 3 4
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todo(glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (1, 2, 3, 4)
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probe (0, 0) f32(1, 2, 3, 4)
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uniform 0 float4 9 8 7 6
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uniform 0 float4 9 8 7 6
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todo(glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (9, 8, 7, 6)
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probe (0, 0) f32(9, 8, 7, 6)
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uniform 0 float4 -1 8 7 6
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uniform 0 float4 -1 8 7 6
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todo(glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (9, 8, 7, 6)
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probe (0, 0) f32(9, 8, 7, 6)
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uniform 0 float4 9 0 7 6
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uniform 0 float4 9 0 7 6
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todo(glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (9, 0, 7, 6)
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probe (0, 0) f32(9, 0, 7, 6)
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uniform 0 float4 3 -8 3 0
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uniform 0 float4 3 -8 3 0
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todo(glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (9, 0, 7, 6)
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probe (0, 0) f32(9, 0, 7, 6)
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uniform 0 float4 3 3 3 -1
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uniform 0 float4 3 3 3 -1
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todo(glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (9, 0, 7, 6)
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probe (0, 0) f32(9, 0, 7, 6)
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[pixel shader]
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uniform float4 x;
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uniform bool b;
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float4 main() : SV_Target
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{
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if (!b)
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clip(x.x);
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else
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clip(x.y);
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return x;
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}
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[test]
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uniform 0 float4 1 -2 3 4
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if(sm<4) uniform 4 float 0
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if(sm>=4) uniform 4 uint 0
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todo(glsl) draw quad
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probe (0, 0) f32(1, -2, 3, 4)
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uniform 0 float4 9 -8 7 6
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if(sm<4) uniform 4 float 1
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if(sm>=4) uniform 4 uint 1
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todo(glsl) draw quad
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probe (0, 0) f32(1, -2, 3, 4)
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if(sm<4) uniform 4 float 0
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if(sm>=4) uniform 4 uint 0
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todo(glsl) draw quad
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probe (0, 0) f32(9, -8, 7, 6)
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