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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:
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
@ -3499,24 +3499,11 @@ static bool sort_synthetic_separated_samplers_first(struct hlsl_ctx *ctx)
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return false;
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}
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/* Turn CAST to int or uint as follows:
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*
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* CAST(x) = x - FRACT(x) + extra
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*
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* where
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*
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* extra = FRACT(x) > 0 && x < 0
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*
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* where the comparisons in the extra term are performed using CMP or SLT
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* depending on whether this is a pixel or vertex shader, respectively.
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*
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* A REINTERPET (which is written as a mere MOV) is also applied to the final
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* result for type consistency.
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*/
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/* Turn CAST to int or uint into TRUNC + REINTERPRET */
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static bool lower_casts_to_int(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block)
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{
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struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS] = { 0 };
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struct hlsl_ir_node *arg, *res;
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struct hlsl_ir_node *arg, *trunc;
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struct hlsl_ir_expr *expr;
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if (instr->type != HLSL_IR_EXPR)
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@ -3528,9 +3515,42 @@ static bool lower_casts_to_int(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
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arg = expr->operands[0].node;
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if (!hlsl_type_is_integer(instr->data_type) || instr->data_type->e.numeric.type == HLSL_TYPE_BOOL)
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return false;
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if (arg->data_type->e.numeric.type != HLSL_TYPE_FLOAT && arg->data_type->e.numeric.type != HLSL_TYPE_HALF)
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if (!hlsl_type_is_floating_point(arg->data_type))
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return false;
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trunc = hlsl_block_add_unary_expr(ctx, block, HLSL_OP1_TRUNC, arg, &instr->loc);
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memset(operands, 0, sizeof(operands));
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operands[0] = trunc;
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hlsl_block_add_expr(ctx, block, HLSL_OP1_REINTERPRET, operands, instr->data_type, &instr->loc);
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return true;
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}
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/* Turn TRUNC into:
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*
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* TRUNC(x) = x - FRACT(x) + extra
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*
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* where
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*
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* extra = FRACT(x) > 0 && x < 0
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*
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* where the comparisons in the extra term are performed using CMP or SLT
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* depending on whether this is a pixel or vertex shader, respectively.
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*/
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static bool lower_trunc(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block)
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{
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struct hlsl_ir_node *arg, *res;
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struct hlsl_ir_expr *expr;
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if (instr->type != HLSL_IR_EXPR)
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return false;
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expr = hlsl_ir_expr(instr);
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if (expr->op != HLSL_OP1_TRUNC)
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return false;
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arg = expr->operands[0].node;
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if (ctx->profile->type == VKD3D_SHADER_TYPE_PIXEL)
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{
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struct hlsl_ir_node *fract, *neg_fract, *has_fract, *floor, *extra, *zero, *one;
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@ -3579,9 +3599,6 @@ static bool lower_casts_to_int(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
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hlsl_block_add_instr(block, res);
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}
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memset(operands, 0, sizeof(operands));
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operands[0] = res;
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hlsl_block_add_expr(ctx, block, HLSL_OP1_REINTERPRET, operands, instr->data_type, &instr->loc);
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return true;
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}
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@ -12516,6 +12533,7 @@ static void process_entry_function(struct hlsl_ctx *ctx,
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lower_ir(ctx, lower_casts_to_bool, body);
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lower_ir(ctx, lower_casts_to_int, body);
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lower_ir(ctx, lower_trunc, body);
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lower_ir(ctx, lower_sqrt, body);
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lower_ir(ctx, lower_dot, body);
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lower_ir(ctx, lower_round, body);
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@ -1,4 +1,4 @@
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[pixel shader todo(sm<4)]
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[pixel shader]
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float4 v;
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float4 main() : sv_target
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@ -9,10 +9,10 @@ float4 main() : sv_target
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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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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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[pixel shader]
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float4 v;
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float4 main() : sv_target
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@ -24,5 +24,5 @@ float4 main() : sv_target
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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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draw quad
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probe (0, 0) rgba (1.0, 2.0, -1.0, -2.0)
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@ -1,4 +1,4 @@
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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@ -8,13 +8,13 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -0.5 6.5 7.5 3.4
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todo(sm<4) draw quad
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draw quad
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probe (0, 0) rgba (0.0, 6.0, 7.0, 3.0)
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uniform 0 float4 -1.5 6.5 7.5 3.4
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todo(sm<4) draw quad
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draw quad
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probe (0, 0) rgba (-1.0, 6.0, 7.0, 3.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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@ -27,11 +27,11 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -0.5 6.5 7.5 3.4
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todo(sm<4) draw quad
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draw quad
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probe (0, 0) rgba (6.0, 7.0, 0.0, 3.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform int4 u;
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float4 main() : sv_target
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@ -45,5 +45,5 @@ float4 main() : sv_target
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[test]
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if(sm<4) uniform 0 float4 -1 6 7 3
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if(sm>=4) uniform 0 int4 -1 6 7 3
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todo(sm<4) draw quad
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draw quad
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probe (0, 0) rgba (6.0, 7.0, -1.0, 3.0)
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