vkd3d-shader/hlsl: Lower TRUNC expressions for SM1.

Basically, separate lower_casts_to_int() into the lowering of the CAST
and the lowering of the TRUNC, so that TRUNCs that are not part of a
cast are lowered as well.
This commit is contained in:
Francisco Casas
2025-02-27 18:53:57 -03:00
committed by Henri Verbeet
parent 1b03676a36
commit 7be7e589a9
Notes: Henri Verbeet 2025-03-12 22:20:35 +01:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1399
3 changed files with 48 additions and 30 deletions

View File

@ -3499,24 +3499,11 @@ static bool sort_synthetic_separated_samplers_first(struct hlsl_ctx *ctx)
return false; return false;
} }
/* Turn CAST to int or uint as follows: /* Turn CAST to int or uint into TRUNC + REINTERPRET */
*
* CAST(x) = x - FRACT(x) + extra
*
* where
*
* extra = FRACT(x) > 0 && x < 0
*
* where the comparisons in the extra term are performed using CMP or SLT
* depending on whether this is a pixel or vertex shader, respectively.
*
* A REINTERPET (which is written as a mere MOV) is also applied to the final
* result for type consistency.
*/
static bool lower_casts_to_int(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block) static bool lower_casts_to_int(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block)
{ {
struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS] = { 0 }; struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS] = { 0 };
struct hlsl_ir_node *arg, *res; struct hlsl_ir_node *arg, *trunc;
struct hlsl_ir_expr *expr; struct hlsl_ir_expr *expr;
if (instr->type != HLSL_IR_EXPR) if (instr->type != HLSL_IR_EXPR)
@ -3528,9 +3515,42 @@ static bool lower_casts_to_int(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
arg = expr->operands[0].node; arg = expr->operands[0].node;
if (!hlsl_type_is_integer(instr->data_type) || instr->data_type->e.numeric.type == HLSL_TYPE_BOOL) if (!hlsl_type_is_integer(instr->data_type) || instr->data_type->e.numeric.type == HLSL_TYPE_BOOL)
return false; return false;
if (arg->data_type->e.numeric.type != HLSL_TYPE_FLOAT && arg->data_type->e.numeric.type != HLSL_TYPE_HALF) if (!hlsl_type_is_floating_point(arg->data_type))
return false; return false;
trunc = hlsl_block_add_unary_expr(ctx, block, HLSL_OP1_TRUNC, arg, &instr->loc);
memset(operands, 0, sizeof(operands));
operands[0] = trunc;
hlsl_block_add_expr(ctx, block, HLSL_OP1_REINTERPRET, operands, instr->data_type, &instr->loc);
return true;
}
/* Turn TRUNC into:
*
* TRUNC(x) = x - FRACT(x) + extra
*
* where
*
* extra = FRACT(x) > 0 && x < 0
*
* where the comparisons in the extra term are performed using CMP or SLT
* depending on whether this is a pixel or vertex shader, respectively.
*/
static bool lower_trunc(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block)
{
struct hlsl_ir_node *arg, *res;
struct hlsl_ir_expr *expr;
if (instr->type != HLSL_IR_EXPR)
return false;
expr = hlsl_ir_expr(instr);
if (expr->op != HLSL_OP1_TRUNC)
return false;
arg = expr->operands[0].node;
if (ctx->profile->type == VKD3D_SHADER_TYPE_PIXEL) if (ctx->profile->type == VKD3D_SHADER_TYPE_PIXEL)
{ {
struct hlsl_ir_node *fract, *neg_fract, *has_fract, *floor, *extra, *zero, *one; struct hlsl_ir_node *fract, *neg_fract, *has_fract, *floor, *extra, *zero, *one;
@ -3579,9 +3599,6 @@ static bool lower_casts_to_int(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
hlsl_block_add_instr(block, res); hlsl_block_add_instr(block, res);
} }
memset(operands, 0, sizeof(operands));
operands[0] = res;
hlsl_block_add_expr(ctx, block, HLSL_OP1_REINTERPRET, operands, instr->data_type, &instr->loc);
return true; return true;
} }
@ -12516,6 +12533,7 @@ static void process_entry_function(struct hlsl_ctx *ctx,
lower_ir(ctx, lower_casts_to_bool, body); lower_ir(ctx, lower_casts_to_bool, body);
lower_ir(ctx, lower_casts_to_int, body); lower_ir(ctx, lower_casts_to_int, body);
lower_ir(ctx, lower_trunc, body);
lower_ir(ctx, lower_sqrt, body); lower_ir(ctx, lower_sqrt, body);
lower_ir(ctx, lower_dot, body); lower_ir(ctx, lower_dot, body);
lower_ir(ctx, lower_round, body); lower_ir(ctx, lower_round, body);

View File

@ -1,4 +1,4 @@
[pixel shader todo(sm<4)] [pixel shader]
float4 v; float4 v;
float4 main() : sv_target float4 main() : sv_target
@ -9,10 +9,10 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 1.2 1.7 -1.2 -1.7 uniform 0 float4 1.2 1.7 -1.2 -1.7
todo(sm<4) draw quad draw quad
probe (0, 0) rgba (0.2, 0.7, -0.2, -0.7) 4 probe (0, 0) rgba (0.2, 0.7, -0.2, -0.7) 4
[pixel shader todo(sm<4)] [pixel shader]
float4 v; float4 v;
float4 main() : sv_target float4 main() : sv_target
@ -24,5 +24,5 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 1.2 2.7 -1.2 -2.7 uniform 0 float4 1.2 2.7 -1.2 -2.7
todo(sm<4) draw quad draw quad
probe (0, 0) rgba (1.0, 2.0, -1.0, -2.0) probe (0, 0) rgba (1.0, 2.0, -1.0, -2.0)

View File

@ -1,4 +1,4 @@
[pixel shader todo(sm<4)] [pixel shader]
uniform float4 u; uniform float4 u;
float4 main() : sv_target float4 main() : sv_target
@ -8,13 +8,13 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 -0.5 6.5 7.5 3.4 uniform 0 float4 -0.5 6.5 7.5 3.4
todo(sm<4) draw quad draw quad
probe (0, 0) rgba (0.0, 6.0, 7.0, 3.0) probe (0, 0) rgba (0.0, 6.0, 7.0, 3.0)
uniform 0 float4 -1.5 6.5 7.5 3.4 uniform 0 float4 -1.5 6.5 7.5 3.4
todo(sm<4) draw quad draw quad
probe (0, 0) rgba (-1.0, 6.0, 7.0, 3.0) probe (0, 0) rgba (-1.0, 6.0, 7.0, 3.0)
[pixel shader todo(sm<4)] [pixel shader]
uniform float4 u; uniform float4 u;
float4 main() : sv_target float4 main() : sv_target
@ -27,11 +27,11 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 -0.5 6.5 7.5 3.4 uniform 0 float4 -0.5 6.5 7.5 3.4
todo(sm<4) draw quad draw quad
probe (0, 0) rgba (6.0, 7.0, 0.0, 3.0) probe (0, 0) rgba (6.0, 7.0, 0.0, 3.0)
[pixel shader todo(sm<4)] [pixel shader]
uniform int4 u; uniform int4 u;
float4 main() : sv_target float4 main() : sv_target
@ -45,5 +45,5 @@ float4 main() : sv_target
[test] [test]
if(sm<4) uniform 0 float4 -1 6 7 3 if(sm<4) uniform 0 float4 -1 6 7 3
if(sm>=4) uniform 0 int4 -1 6 7 3 if(sm>=4) uniform 0 int4 -1 6 7 3
todo(sm<4) draw quad draw quad
probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0) probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0)