vkd3d-shader/hlsl: Implement asfloat().

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2023-04-30 04:02:09 +02:00 committed by Alexandre Julliard
parent 3f90a0e671
commit 87037d3748
Notes: Alexandre Julliard 2023-05-02 22:26:34 +02:00
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/190
3 changed files with 73 additions and 0 deletions

View File

@ -51,6 +51,7 @@ vkd3d_shader_tests = \
tests/arithmetic-int-uniform.shader_test \
tests/arithmetic-uint.shader_test \
tests/array-parameters.shader_test \
tests/asfloat.shader_test \
tests/asuint.shader_test \
tests/bitwise.shader_test \
tests/bool-semantics.shader_test \

View File

@ -2508,6 +2508,29 @@ static struct hlsl_type *convert_numeric_type(const struct hlsl_ctx *ctx,
return hlsl_get_numeric_type(ctx, type->class, base_type, type->dimx, type->dimy);
}
static bool intrinsic_asfloat(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS] = {0};
struct hlsl_type *data_type;
data_type = params->args[0]->data_type;
if (data_type->base_type == HLSL_TYPE_BOOL || data_type->base_type == HLSL_TYPE_DOUBLE)
{
struct vkd3d_string_buffer *string;
if ((string = hlsl_type_to_string(ctx, data_type)))
hlsl_error(ctx, loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE,
"Wrong argument type of asfloat(): expected 'int', 'uint', 'float', or 'half', but got '%s'.",
string->buffer);
hlsl_release_string_buffer(ctx, string);
}
data_type = convert_numeric_type(ctx, data_type, HLSL_TYPE_FLOAT);
operands[0] = params->args[0];
return add_expr(ctx, params->instrs, HLSL_OP1_REINTERPRET, operands, data_type, loc);
}
static bool intrinsic_asuint(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
@ -3461,6 +3484,7 @@ intrinsic_functions[] =
{"abs", 1, true, intrinsic_abs},
{"all", 1, true, intrinsic_all},
{"any", 1, true, intrinsic_any},
{"asfloat", 1, true, intrinsic_asfloat},
{"asuint", -1, true, intrinsic_asuint},
{"clamp", 3, true, intrinsic_clamp},
{"cos", 1, true, intrinsic_cos},

48
tests/asfloat.shader_test Normal file
View File

@ -0,0 +1,48 @@
[require]
shader model >= 4.0
[pixel shader]
float4 main(uniform float f, uniform int i, uniform uint u, uniform half h) : sv_target
{
float4 ret;
ret.x = asfloat(f);
ret.y = asfloat(i);
ret.z = asfloat(u);
ret.w = asfloat(h);
return ret;
}
[test]
uniform 0 float4 123.0 -2.0 456 0.01
draw quad
probe (320,240) rgba (123.0, -2.0, 456.0, 0.01)
[pixel shader]
float4 main(uniform float2x2 m, uniform float4 v) : sv_target
{
return float4(asfloat(m)[0][1], asfloat(v).y, 0, 0);
}
[test]
uniform 0 float4 11 12 0 0
uniform 4 float4 13 14 0 0
uniform 8 float4 20 21 22 23
draw quad
probe (320,240) rgba (13.0, 21.0, 0.0, 0.0)
[pixel shader fail]
float4 main() : sv_target
{
bool b = true;
return asfloat(b);
}
[pixel shader fail]
float4 main() : sv_target
{
double d = 1.0;
return asfloat(d);
}