vkd3d-shader/hlsl: Don't lower integer MOD and DIV on const passes for d3dbc target profiles.

These bitwise operations are not available in these profiles.
This commit is contained in:
Francisco Casas
2025-02-27 17:17:45 -03:00
committed by Henri Verbeet
parent e3923876c0
commit 828afe188c
Notes: Henri Verbeet 2025-03-18 16:03:46 +01:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1427
2 changed files with 17 additions and 14 deletions

View File

@@ -4222,7 +4222,7 @@ struct hlsl_ir_node *hlsl_add_conditional(struct hlsl_ctx *ctx, struct hlsl_bloc
return hlsl_block_add_expr(ctx, instrs, HLSL_OP3_TERNARY, operands, if_true->data_type, &condition->loc); return hlsl_block_add_expr(ctx, instrs, HLSL_OP3_TERNARY, operands, if_true->data_type, &condition->loc);
} }
static bool lower_int_division(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block) static bool lower_int_division_sm4(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block)
{ {
struct hlsl_ir_node *arg1, *arg2, *xor, *and, *abs1, *abs2, *div, *neg, *cast1, *cast2, *cast3, *high_bit; struct hlsl_ir_node *arg1, *arg2, *xor, *and, *abs1, *abs2, *div, *neg, *cast1, *cast2, *cast3, *high_bit;
struct hlsl_type *type = instr->data_type, *utype; struct hlsl_type *type = instr->data_type, *utype;
@@ -4262,7 +4262,7 @@ static bool lower_int_division(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
return hlsl_add_conditional(ctx, block, and, neg, cast3); return hlsl_add_conditional(ctx, block, and, neg, cast3);
} }
static bool lower_int_modulus(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block) static bool lower_int_modulus_sm4(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block)
{ {
struct hlsl_ir_node *arg1, *arg2, *and, *abs1, *abs2, *div, *neg, *cast1, *cast2, *cast3, *high_bit; struct hlsl_ir_node *arg1, *arg2, *and, *abs1, *abs2, *div, *neg, *cast1, *cast2, *cast3, *high_bit;
struct hlsl_type *type = instr->data_type, *utype; struct hlsl_type *type = instr->data_type, *utype;
@@ -7067,8 +7067,11 @@ void hlsl_run_const_passes(struct hlsl_ctx *ctx, struct hlsl_block *body)
lower_ir(ctx, lower_narrowing_casts, body); lower_ir(ctx, lower_narrowing_casts, body);
lower_ir(ctx, lower_int_dot, body); lower_ir(ctx, lower_int_dot, body);
lower_ir(ctx, lower_int_division, body); if (hlsl_version_ge(ctx, 4, 0))
lower_ir(ctx, lower_int_modulus, body); {
lower_ir(ctx, lower_int_modulus_sm4, body);
lower_ir(ctx, lower_int_division_sm4, body);
}
lower_ir(ctx, lower_int_abs, body); lower_ir(ctx, lower_int_abs, body);
lower_ir(ctx, lower_casts_to_bool, body); lower_ir(ctx, lower_casts_to_bool, body);
lower_ir(ctx, lower_float_modulus, body); lower_ir(ctx, lower_float_modulus, body);

View File

@@ -1,4 +1,4 @@
[pixel shader todo(sm<4)] [pixel shader]
uniform float2 a; uniform float2 a;
float4 main() : SV_TARGET float4 main() : SV_TARGET
@@ -10,7 +10,7 @@ float4 main() : SV_TARGET
[test] [test]
uniform 0 float4 5.0 16.0 0.0 0.0 uniform 0 float4 5.0 16.0 0.0 0.0
todo(sm<4 | glsl | msl) draw quad todo(glsl | msl) draw quad
probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0) probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0)
[pixel shader todo(sm<4)] [pixel shader todo(sm<4)]
@@ -28,7 +28,7 @@ uniform 0 float4 5.0 16.0 0.0 0.0
todo(sm<4 | glsl | msl) draw quad todo(sm<4 | glsl | msl) draw quad
probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0) probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
[pixel shader todo(sm<4)] [pixel shader]
uniform float2 a; uniform float2 a;
float4 main() : SV_TARGET float4 main() : SV_TARGET
@@ -40,7 +40,7 @@ float4 main() : SV_TARGET
[test] [test]
uniform 0 float4 42.0 5.0 0.0 0.0 uniform 0 float4 42.0 5.0 0.0 0.0
todo(sm<4 | glsl | msl) draw quad todo(glsl | msl) draw quad
probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0) probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
[pixel shader todo(sm<4)] [pixel shader todo(sm<4)]
@@ -58,7 +58,7 @@ uniform 0 float4 42.0 5.0 0.0 0.0
todo(sm<4 | glsl | msl) draw quad todo(sm<4 | glsl | msl) draw quad
probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0) probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
[pixel shader todo(sm<4)] [pixel shader]
uniform float2 a; uniform float2 a;
float4 main() : SV_TARGET float4 main() : SV_TARGET
@@ -70,7 +70,7 @@ float4 main() : SV_TARGET
[test] [test]
uniform 0 float4 45.0 5.0 0.0 0.0 uniform 0 float4 45.0 5.0 0.0 0.0
todo(sm<4 | glsl | msl) draw quad todo(glsl | msl) draw quad
probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0) probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
[pixel shader todo(sm<4)] [pixel shader todo(sm<4)]
@@ -137,7 +137,7 @@ todo(sm<4 | glsl | msl) draw quad
if(sm<4) probe (0, 0) rgba(6, 6, -6, -6) if(sm<4) probe (0, 0) rgba(6, 6, -6, -6)
if(sm>=4) probe (0, 0) rgba(7, 7, -7, -7) if(sm>=4) probe (0, 0) rgba(7, 7, -7, -7)
[pixel shader todo(sm<4)] [pixel shader]
float f; float f;
float4 main() : sv_target float4 main() : sv_target
@@ -150,11 +150,11 @@ float4 main() : sv_target
[test] [test]
uniform 0 float 999.0 uniform 0 float 999.0
todo(sm<4 | glsl | msl) draw quad todo(glsl | msl) draw quad
if(sm<4) probe (0, 0) rgba(16798, -16798, -16798, 16798) if(sm<4) probe (0, 0) rgba(16798, -16798, -16798, 16798)
if(sm>=4) probe (0, 0) rgba(16799, -16799, -16799, 16799) if(sm>=4) probe (0, 0) rgba(16799, -16799, -16799, 16799)
[pixel shader todo(sm<4)] [pixel shader]
float f; float f;
float4 main() : sv_target float4 main() : sv_target
@@ -167,7 +167,7 @@ float4 main() : sv_target
[test] [test]
uniform 0 float 999.0 uniform 0 float 999.0
todo(sm<4 | glsl | msl) draw quad todo(glsl | msl) draw quad
probe (0, 0) rgba(16798, -16798, -16798, 16798) probe (0, 0) rgba(16798, -16798, -16798, 16798)
[require] [require]