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vkd3d-shader/spirv: Correctly handle bit shifts greater than 31 bits.
This is undefined behaviour in SPIR-V, but well-defined in Direct3D, so we should explicitly 'and' the shift amount with 31. Based on a vkd3d-proton patch by Philip Rebohle. Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6840,6 +6840,21 @@ static void vkd3d_dxbc_compiler_emit_alu_instruction(struct vkd3d_dxbc_compiler
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for (i = 0; i < instruction->src_count; ++i)
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for (i = 0; i < instruction->src_count; ++i)
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src_ids[i] = vkd3d_dxbc_compiler_emit_load_src(compiler, &src[i], dst->write_mask);
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src_ids[i] = vkd3d_dxbc_compiler_emit_load_src(compiler, &src[i], dst->write_mask);
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/* The SPIR-V specification states, "The resulting value is undefined if
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* Shift is greater than or equal to the bit width of the components of
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* Base." Direct3D applies only the lowest 5 bits of the shift.
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*
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* Microsoft fxc will compile immediate constants larger than 5 bits.
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* Fixing up the constants would be more elegant, but the simplest way is
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* to let this handle constants too. */
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if (instruction->handler_idx == VKD3DSIH_ISHL || instruction->handler_idx == VKD3DSIH_ISHR
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|| instruction->handler_idx == VKD3DSIH_USHR)
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{
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uint32_t mask_id = vkd3d_dxbc_compiler_get_constant_vector(compiler,
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VKD3D_SHADER_COMPONENT_UINT, vkd3d_write_mask_component_count(dst->write_mask), 0x1f);
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src_ids[1] = vkd3d_spirv_build_op_and(builder, type_id, src_ids[1], mask_id);
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}
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val_id = vkd3d_spirv_build_op_trv(builder, &builder->function_stream, op, type_id,
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val_id = vkd3d_spirv_build_op_trv(builder, &builder->function_stream, op, type_id,
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src_ids, instruction->src_count);
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src_ids, instruction->src_count);
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if (instruction->flags & VKD3DSI_PRECISE_XYZW)
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if (instruction->flags & VKD3DSI_PRECISE_XYZW)
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