vkd3d-shader/hlsl: Implement f16tof32 intrinsic.

This commit is contained in:
Victor Chiletto 2024-07-06 12:24:22 -03:00 committed by Henri Verbeet
parent 693e89c74e
commit 8c3a5e5458
Notes: Henri Verbeet 2024-08-08 23:47:42 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/954
7 changed files with 212 additions and 0 deletions

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@ -111,6 +111,7 @@ vkd3d_shader_tests = \
tests/hlsl/entry-point-semantics.shader_test \
tests/hlsl/exp.shader_test \
tests/hlsl/expr-indexing.shader_test \
tests/hlsl/f16tof32.shader_test \
tests/hlsl/faceforward.shader_test \
tests/hlsl/float-comparison.shader_test \
tests/hlsl/floor.shader_test \

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@ -2891,6 +2891,7 @@ const char *debug_hlsl_expr_op(enum hlsl_ir_expr_op op)
[HLSL_OP1_DSY_COARSE] = "dsy_coarse",
[HLSL_OP1_DSY_FINE] = "dsy_fine",
[HLSL_OP1_EXP2] = "exp2",
[HLSL_OP1_F16TOF32] = "f16tof32",
[HLSL_OP1_FLOOR] = "floor",
[HLSL_OP1_FRACT] = "fract",
[HLSL_OP1_LOG2] = "log2",

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@ -657,6 +657,7 @@ enum hlsl_ir_expr_op
HLSL_OP1_DSY_COARSE,
HLSL_OP1_DSY_FINE,
HLSL_OP1_EXP2,
HLSL_OP1_F16TOF32,
HLSL_OP1_FLOOR,
HLSL_OP1_FRACT,
HLSL_OP1_LOG2,

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@ -3070,6 +3070,19 @@ static bool elementwise_intrinsic_float_convert_args(struct hlsl_ctx *ctx,
return convert_args(ctx, params, type, loc);
}
static bool elementwise_intrinsic_uint_convert_args(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
struct hlsl_type *type;
if (!(type = elementwise_intrinsic_get_common_type(ctx, params, loc)))
return false;
type = hlsl_get_numeric_type(ctx, type->class, HLSL_TYPE_UINT, type->dimx, type->dimy);
return convert_args(ctx, params, type, loc);
}
static bool intrinsic_abs(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
@ -3775,6 +3788,21 @@ static bool intrinsic_faceforward(struct hlsl_ctx *ctx,
return add_user_call(ctx, func, params, loc);
}
static bool intrinsic_f16tof32(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 *type;
if (!elementwise_intrinsic_uint_convert_args(ctx, params, loc))
return false;
type = convert_numeric_type(ctx, params->args[0]->data_type, HLSL_TYPE_FLOAT);
operands[0] = params->args[0];
return add_expr(ctx, params->instrs, HLSL_OP1_F16TOF32, operands, type, loc);
}
static bool intrinsic_floor(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
@ -4875,6 +4903,7 @@ intrinsic_functions[] =
{"dot", 2, true, intrinsic_dot},
{"exp", 1, true, intrinsic_exp},
{"exp2", 1, true, intrinsic_exp2},
{"f16tof32", 1, true, intrinsic_f16tof32},
{"faceforward", 3, true, intrinsic_faceforward},
{"floor", 1, true, intrinsic_floor},
{"fmod", 2, true, intrinsic_fmod},

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@ -6249,6 +6249,90 @@ static void transform_unroll_loops(struct hlsl_ctx *ctx, struct hlsl_block *bloc
}
}
static bool lower_f16tof32(struct hlsl_ctx *ctx, struct hlsl_ir_node *node, struct hlsl_block *block)
{
struct hlsl_ir_node *call, *rhs, *store;
struct hlsl_ir_function_decl *func;
unsigned int component_count;
struct hlsl_ir_load *load;
struct hlsl_ir_expr *expr;
struct hlsl_ir_var *lhs;
char *body;
static const char template[] =
"typedef uint%u uintX;\n"
"float%u soft_f16tof32(uintX x)\n"
"{\n"
" uintX mantissa = x & 0x3ff;\n"
" uintX high2 = mantissa >> 8;\n"
" uintX high2_check = high2 ? high2 : mantissa;\n"
" uintX high6 = high2_check >> 4;\n"
" uintX high6_check = high6 ? high6 : high2_check;\n"
"\n"
" uintX high8 = high6_check >> 2;\n"
" uintX high8_check = (high8 ? high8 : high6_check) >> 1;\n"
" uintX shift = high6 ? (high2 ? 12 : 4) : (high2 ? 8 : 0);\n"
" shift = high8 ? shift + 2 : shift;\n"
" shift = high8_check ? shift + 1 : shift;\n"
" shift = -shift + 10;\n"
" shift = mantissa ? shift : 11;\n"
" uintX subnormal_mantissa = ((mantissa << shift) << 23) & 0x7fe000;\n"
" uintX subnormal_exp = -(shift << 23) + 0x38800000;\n"
" uintX subnormal_val = subnormal_exp + subnormal_mantissa;\n"
" uintX subnormal_or_zero = mantissa ? subnormal_val : 0;\n"
"\n"
" uintX exponent = (((x >> 10) << 23) & 0xf800000) + 0x38000000;\n"
"\n"
" uintX low_3 = (x << 13) & 0x7fe000;\n"
" uintX normalized_val = exponent + low_3;\n"
" uintX inf_nan_val = low_3 + 0x7f800000;\n"
"\n"
" uintX exp_mask = 0x7c00;\n"
" uintX is_inf_nan = (x & exp_mask) == exp_mask;\n"
" uintX is_normalized = x & exp_mask;\n"
"\n"
" uintX check = is_inf_nan ? inf_nan_val : normalized_val;\n"
" uintX exp_mantissa = (is_normalized ? check : subnormal_or_zero) & 0x7fffe000;\n"
" uintX sign_bit = (x << 16) & 0x80000000;\n"
"\n"
" return asfloat(exp_mantissa + sign_bit);\n"
"}\n";
if (node->type != HLSL_IR_EXPR)
return false;
expr = hlsl_ir_expr(node);
if (expr->op != HLSL_OP1_F16TOF32)
return false;
rhs = expr->operands[0].node;
component_count = hlsl_type_component_count(rhs->data_type);
if (!(body = hlsl_sprintf_alloc(ctx, template, component_count, component_count)))
return false;
if (!(func = hlsl_compile_internal_function(ctx, "soft_f16tof32", body)))
return false;
lhs = func->parameters.vars[0];
if (!(store = hlsl_new_simple_store(ctx, lhs, rhs)))
return false;
hlsl_block_add_instr(block, store);
if (!(call = hlsl_new_call(ctx, func, &node->loc)))
return false;
hlsl_block_add_instr(block, call);
if (!(load = hlsl_new_var_load(ctx, func->return_var, &node->loc)))
return false;
hlsl_block_add_instr(block, &load->node);
return true;
}
int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func,
enum vkd3d_shader_target_type target_type, struct vkd3d_shader_code *out)
{
@ -6269,6 +6353,9 @@ int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry
if (ctx->result)
return ctx->result;
if (hlsl_version_ge(ctx, 4, 0) && hlsl_version_lt(ctx, 5, 0))
lower_ir(ctx, lower_f16tof32, body);
lower_return(ctx, entry_func, body, false);
while (hlsl_transform_ir(ctx, lower_calls, body, NULL));

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@ -5155,6 +5155,12 @@ static void write_sm4_expr(const struct tpf_writer *tpf, const struct hlsl_ir_ex
write_sm4_unary_op(tpf, VKD3D_SM4_OP_EXP, &expr->node, arg1, 0);
break;
case HLSL_OP1_F16TOF32:
assert(type_is_float(dst_type));
assert(hlsl_version_ge(tpf->ctx, 5, 0));
write_sm4_unary_op(tpf, VKD3D_SM5_OP_F16TOF32, &expr->node, arg1, 0);
break;
case HLSL_OP1_FLOOR:
assert(type_is_float(dst_type));
write_sm4_unary_op(tpf, VKD3D_SM4_OP_ROUND_NI, &expr->node, arg1, 0);

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@ -0,0 +1,87 @@
[require]
shader model >= 4.0
[pixel shader]
uniform uint a;
float4 main() : sv_target
{
return f16tof32(a);
}
[test]
uniform 0 uint 0x5140
todo(glsl) draw quad
probe (0, 0) rgba(42.0, 42.0, 42.0, 42.0)
% zero
uniform 0 uint 0x0
todo(glsl) draw quad
probe (0, 0) rgba(0.0, 0.0, 0.0, 0.0)
% negative zero
uniform 0 uint 0x8000
todo(glsl) draw quad
probe (0, 0) rgba(-0.0, -0.0, -0.0, -0.0)
% subnormal number
uniform 0 uint 0x1
todo(glsl) draw quad
probe (0, 0) rgba(5.9604645e-08, 5.9604645e-08, 5.9604645e-08, 5.9604645e-08)
% subnormal number
uniform 0 uint 0x2
todo(glsl) draw quad
probe (0, 0) rgba(1.1920929e-07, 1.1920929e-07, 1.1920929e-07, 1.1920929e-07)
% subnormal number
uniform 0 uint 0x4
todo(glsl) draw quad
probe (0, 0) rgba(2.3841858e-07, 2.3841858e-07, 2.3841858e-07, 2.3841858e-07)
% subnormal number
uniform 0 uint 0x8
todo(glsl) draw quad
probe (0, 0) rgba(4.7683716e-07, 4.7683716e-07, 4.7683716e-07, 4.7683716e-07)
% subnormal number
uniform 0 uint 0x10
todo(glsl) draw quad
probe (0, 0) rgba(9.536743e-07, 9.536743e-07, 9.536743e-07, 9.536743e-07)
% subnormal number
uniform 0 uint 0x20
todo(glsl) draw quad
probe (0, 0) rgba(1.9073486e-06, 1.9073486e-06, 1.9073486e-06, 1.9073486e-06)
% subnormal number
uniform 0 uint 0x40
todo(glsl) draw quad
probe (0, 0) rgba(3.8146973e-06, 3.8146973e-06, 3.8146973e-06, 3.8146973e-06)
% subnormal number
uniform 0 uint 0x80
todo(glsl) draw quad
probe (0, 0) rgba(7.6293945e-06, 7.6293945e-06, 7.6293945e-06, 7.6293945e-06)
% subnormal number
uniform 0 uint 0x100
todo(glsl) draw quad
probe (0, 0) rgba(1.5258789e-05, 1.5258789e-05, 1.5258789e-05, 1.5258789e-05)
% subnormal number
uniform 0 uint 0x200
todo(glsl) draw quad
probe (0, 0) rgba(3.0517578e-05, 3.0517578e-05, 3.0517578e-05, 3.0517578e-05)
% I'd love to use rgba probes here but msvc doesn't scanf infinity :(
% positive infinity
uniform 0 uint 0x7c00
todo(glsl) draw quad
probe (0, 0) rgbaui(0x7f800000, 0x7f800000, 0x7f800000, 0x7f800000)
% negative infinity
uniform 0 uint 0xfc00
todo(glsl) draw quad
probe (0, 0) rgbaui(0xff800000, 0xff800000, 0xff800000, 0xff800000)