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vkd3d-shader/hlsl: Implement the modf() intrinsic.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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parent
cb55ba5b9b
commit
5fb3a91276
Notes:
Henri Verbeet
2024-10-15 17:04:00 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1169
@ -176,6 +176,7 @@ vkd3d_shader_tests = \
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tests/hlsl/matrix-semantics.shader_test \
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tests/hlsl/max-min.shader_test \
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tests/hlsl/minimum-precision.shader_test \
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tests/hlsl/modf.shader_test \
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tests/hlsl/mul.shader_test \
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tests/hlsl/multiple-rt.shader_test \
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tests/hlsl/nested-arrays.shader_test \
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@ -4260,6 +4260,35 @@ static bool intrinsic_min(struct hlsl_ctx *ctx,
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return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MIN, params->args[0], params->args[1], loc);
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}
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static bool intrinsic_modf(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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struct hlsl_ir_function_decl *func;
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struct hlsl_type *type;
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char *body;
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static const char template[] =
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"%s modf(%s x, out %s ip)\n"
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"{\n"
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" ip = trunc(x);\n"
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" return x - ip;\n"
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"}";
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if (!elementwise_intrinsic_float_convert_args(ctx, params, loc))
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return false;
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type = params->args[0]->data_type;
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if (!(body = hlsl_sprintf_alloc(ctx, template,
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type->name, type->name, type->name)))
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return false;
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func = hlsl_compile_internal_function(ctx, "modf", body);
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vkd3d_free(body);
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if (!func)
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return false;
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return !!add_user_call(ctx, func, params, false, loc);
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}
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static bool intrinsic_mul(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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@ -5147,6 +5176,7 @@ intrinsic_functions[] =
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{"mad", 3, true, intrinsic_mad},
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{"max", 2, true, intrinsic_max},
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{"min", 2, true, intrinsic_min},
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{"modf", 2, true, intrinsic_modf},
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{"mul", 2, true, intrinsic_mul},
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{"normalize", 1, true, intrinsic_normalize},
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{"pow", 2, true, intrinsic_pow},
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28
tests/hlsl/modf.shader_test
Normal file
28
tests/hlsl/modf.shader_test
Normal file
@ -0,0 +1,28 @@
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[pixel shader todo(sm<4)]
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float4 v;
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float4 main() : sv_target
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{
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float4 ip;
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return modf(v, ip);
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}
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[test]
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uniform 0 float4 1.2 1.7 -1.2 -1.7
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.2, 0.7, -0.2, -0.7) 4
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[pixel shader todo(sm<4)]
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float4 v;
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float4 main() : sv_target
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{
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float4 ip;
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modf(v, ip);
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return ip;
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}
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[test]
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uniform 0 float4 1.2 2.7 -1.2 -2.7
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 2.0, -1.0, -2.0)
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