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vkd3d-shader/hlsl: Implement the faceforward() intrinsic.
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Notes:
Henri Verbeet
2024-07-09 21:11:07 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/929
@ -108,6 +108,7 @@ vkd3d_shader_tests = \
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tests/hlsl/entry-point-semantics.shader_test \
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tests/hlsl/exp.shader_test \
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tests/hlsl/expr-indexing.shader_test \
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tests/hlsl/faceforward.shader_test \
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tests/hlsl/float-comparison.shader_test \
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tests/hlsl/floor.shader_test \
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tests/hlsl/fmod.shader_test \
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@ -3614,6 +3614,34 @@ static bool intrinsic_exp2(struct hlsl_ctx *ctx,
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_EXP2, arg, loc);
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}
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static bool intrinsic_faceforward(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 faceforward(%s n, %s i, %s ng)\n"
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"{\n"
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" return dot(i, ng) < 0 ? n : -n;\n"
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"}\n";
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if (!(type = elementwise_intrinsic_get_common_type(ctx, params, loc)))
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return false;
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type = hlsl_get_numeric_type(ctx, type->class, HLSL_TYPE_FLOAT, type->dimx, type->dimy);
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if (!(body = hlsl_sprintf_alloc(ctx, template,
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type->name, type->name, type->name, type->name)))
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return false;
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func = hlsl_compile_internal_function(ctx, "faceforward", 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, loc);
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}
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static bool intrinsic_floor(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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@ -4687,6 +4715,7 @@ intrinsic_functions[] =
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{"dot", 2, true, intrinsic_dot},
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{"exp", 1, true, intrinsic_exp},
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{"exp2", 1, true, intrinsic_exp2},
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{"faceforward", 3, true, intrinsic_faceforward},
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{"floor", 1, true, intrinsic_floor},
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{"fmod", 2, true, intrinsic_fmod},
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{"frac", 1, true, intrinsic_frac},
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52
tests/hlsl/faceforward.shader_test
Normal file
52
tests/hlsl/faceforward.shader_test
Normal file
@ -0,0 +1,52 @@
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[pixel shader]
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uniform float4 n;
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uniform float4 i;
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uniform float4 ng;
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float4 main() : sv_target
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{
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return faceforward(n, i, ng);
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}
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[test]
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uniform 0 float4 10.0 20.0 30.0 40.0
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uniform 4 float4 1.0 0.0 0.0 0.0
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uniform 8 float4 1.0 0.2 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-10.0, -20.0, -30.0, -40.0)
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uniform 0 float4 10.0 20.0 30.0 40.0
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uniform 4 float4 1.0 0.0 0.0 0.0
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uniform 8 float4 1.0 -0.2 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-10.0, -20.0, -30.0, -40.0)
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uniform 0 float4 10.0 20.0 30.0 40.0
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uniform 4 float4 1.0 0.0 0.0 0.0
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uniform 8 float4 -1.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0)
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uniform 0 float4 10.0 20.0 30.0 40.0
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uniform 4 float4 0.0 -1.0 0.0 0.0
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uniform 8 float4 0.0 1.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (10.0, 20.0, 30.0, 40.0)
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uniform 0 float4 10.0 20.0 30.0 40.0
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uniform 4 float4 1.0 0.0 0.0 0.0
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uniform 8 float4 0.0 1.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-10.0, -20.0, -30.0, -40.0)
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uniform 0 float4 10.0 20.0 30.0 40.0
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uniform 4 float4 0.0 0.0 0.0 0.0
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uniform 8 float4 0.0 1.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-10.0, -20.0, -30.0, -40.0)
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uniform 0 float4 10.0 20.0 30.0 40.0
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uniform 4 float4 0.0 0.0 0.0 0.0
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uniform 8 float4 0.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (-10.0, -20.0, -30.0, -40.0)
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