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vkd3d-shader/hlsl: Implement D3DCOLORtoUBYTE4() function.
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parent
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commit
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Notes:
Alexandre Julliard
2023-04-28 22:03:23 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/161
@ -77,6 +77,7 @@ vkd3d_shader_tests = \
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tests/hlsl-clamp.shader_test \
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tests/hlsl-comma.shader_test \
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tests/hlsl-cross.shader_test \
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tests/hlsl-d3dcolor-to-ubyte4.shader_test \
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tests/hlsl-discard.shader_test \
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tests/hlsl-dot.shader_test \
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tests/hlsl-duplicate-modifiers.shader_test \
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@ -3395,6 +3395,51 @@ static bool intrinsic_trunc(struct hlsl_ctx *ctx,
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_TRUNC, arg, loc);
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}
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static bool intrinsic_d3dcolor_to_ubyte4(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_node *arg = params->args[0], *ret, *c;
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struct hlsl_type *arg_type = arg->data_type;
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struct hlsl_ir_swizzle *swizzle;
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if (arg_type->class != HLSL_CLASS_SCALAR && !(arg_type->class == HLSL_CLASS_VECTOR && arg_type->dimx == 4))
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{
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struct vkd3d_string_buffer *string;
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if ((string = hlsl_type_to_string(ctx, arg_type)))
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{
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hlsl_error(ctx, loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE, "Wrong argument type '%s'.", string->buffer);
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hlsl_release_string_buffer(ctx, string);
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}
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return false;
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}
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if (!(arg = intrinsic_float_convert_arg(ctx, params, arg, loc)))
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return false;
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if (!(c = hlsl_new_float_constant(ctx, 255.0f + (0.5f / 256.0f), loc)))
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return false;
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list_add_tail(params->instrs, &c->entry);
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if (arg_type->class == HLSL_CLASS_VECTOR)
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{
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if (!(swizzle = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(Z, Y, X, W), 4, arg, loc)))
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return false;
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list_add_tail(params->instrs, &swizzle->node.entry);
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arg = &swizzle->node;
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}
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if (!(ret = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, arg, c, loc)))
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return false;
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if (ctx->profile->major_version >= 4)
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_TRUNC, ret, loc);
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return true;
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}
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static const struct intrinsic_function
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{
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const char *name;
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@ -3406,6 +3451,7 @@ static const struct intrinsic_function
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intrinsic_functions[] =
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{
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/* Note: these entries should be kept in alphabetical order. */
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{"D3DCOLORtoUBYTE4", 1, true, intrinsic_d3dcolor_to_ubyte4},
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{"abs", 1, true, intrinsic_abs},
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{"all", 1, true, intrinsic_all},
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{"any", 1, true, intrinsic_any},
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24
tests/hlsl-d3dcolor-to-ubyte4.shader_test
Normal file
24
tests/hlsl-d3dcolor-to-ubyte4.shader_test
Normal file
@ -0,0 +1,24 @@
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[require]
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shader model >= 4.0
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[pixel shader]
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float4 main(uniform float4 u) : sv_target
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{
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return D3DCOLORtoUBYTE4(u);
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}
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[test]
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uniform 0 float4 -0.5 6.5 7.5 3.4
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draw quad
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probe all rgba (1912.0, 1657.0, -127.0, 867.0) 1
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[pixel shader]
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float4 main(uniform float4 u) : sv_target
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{
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return D3DCOLORtoUBYTE4(u.x);
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}
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[test]
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uniform 0 float4 -0.5 6.5 7.5 3.4
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draw quad
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probe all rgba (-127.0, -127.0, -127.0, -127.0) 1
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