vkd3d-shader/hlsl: Implement the modf() intrinsic.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2024-10-09 21:27:49 +02:00 committed by Henri Verbeet
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
3 changed files with 59 additions and 0 deletions

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@ -176,6 +176,7 @@ vkd3d_shader_tests = \
tests/hlsl/matrix-semantics.shader_test \
tests/hlsl/max-min.shader_test \
tests/hlsl/minimum-precision.shader_test \
tests/hlsl/modf.shader_test \
tests/hlsl/mul.shader_test \
tests/hlsl/multiple-rt.shader_test \
tests/hlsl/nested-arrays.shader_test \

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@ -4260,6 +4260,35 @@ static bool intrinsic_min(struct hlsl_ctx *ctx,
return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MIN, params->args[0], params->args[1], loc);
}
static bool intrinsic_modf(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
struct hlsl_ir_function_decl *func;
struct hlsl_type *type;
char *body;
static const char template[] =
"%s modf(%s x, out %s ip)\n"
"{\n"
" ip = trunc(x);\n"
" return x - ip;\n"
"}";
if (!elementwise_intrinsic_float_convert_args(ctx, params, loc))
return false;
type = params->args[0]->data_type;
if (!(body = hlsl_sprintf_alloc(ctx, template,
type->name, type->name, type->name)))
return false;
func = hlsl_compile_internal_function(ctx, "modf", body);
vkd3d_free(body);
if (!func)
return false;
return !!add_user_call(ctx, func, params, false, loc);
}
static bool intrinsic_mul(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
@ -5147,6 +5176,7 @@ intrinsic_functions[] =
{"mad", 3, true, intrinsic_mad},
{"max", 2, true, intrinsic_max},
{"min", 2, true, intrinsic_min},
{"modf", 2, true, intrinsic_modf},
{"mul", 2, true, intrinsic_mul},
{"normalize", 1, true, intrinsic_normalize},
{"pow", 2, true, intrinsic_pow},

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@ -0,0 +1,28 @@
[pixel shader todo(sm<4)]
float4 v;
float4 main() : sv_target
{
float4 ip;
return modf(v, ip);
}
[test]
uniform 0 float4 1.2 1.7 -1.2 -1.7
todo(sm<4) draw quad
probe (0, 0) rgba (0.2, 0.7, -0.2, -0.7) 4
[pixel shader todo(sm<4)]
float4 v;
float4 main() : sv_target
{
float4 ip;
modf(v, ip);
return ip;
}
[test]
uniform 0 float4 1.2 2.7 -1.2 -2.7
todo(sm<4) draw quad
probe (0, 0) rgba (1.0, 2.0, -1.0, -2.0)