vkd3d-shader/hlsl: Add constant folding for logical 'not', for bools.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2023-09-23 18:18:07 +02:00 committed by Alexandre Julliard
parent 4ab6572be7
commit 8c9d65d6b3
Notes: Alexandre Julliard 2023-10-05 22:37:14 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/363

View File

@ -334,6 +334,30 @@ static bool fold_neg(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst,
return true; return true;
} }
static bool fold_not(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst,
const struct hlsl_type *dst_type, const struct hlsl_ir_constant *src)
{
enum hlsl_base_type type = dst_type->base_type;
unsigned int k;
assert(type == src->node.data_type->base_type);
for (k = 0; k < dst_type->dimx; ++k)
{
switch (type)
{
case HLSL_TYPE_BOOL:
dst->u[k].u = ~src->value.u[k].u;
break;
default:
FIXME("Fold logic 'not' for type %s.\n", debug_hlsl_type(ctx, dst_type));
return false;
}
}
return true;
}
static bool fold_rcp(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst, const struct hlsl_type *dst_type, static bool fold_rcp(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst, const struct hlsl_type *dst_type,
const struct hlsl_ir_constant *src, const struct vkd3d_shader_location *loc) const struct hlsl_ir_constant *src, const struct vkd3d_shader_location *loc)
{ {
@ -1091,6 +1115,10 @@ bool hlsl_fold_constant_exprs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
success = fold_neg(ctx, &res, instr->data_type, arg1); success = fold_neg(ctx, &res, instr->data_type, arg1);
break; break;
case HLSL_OP1_LOGIC_NOT:
success = fold_not(ctx, &res, instr->data_type, arg1);
break;
case HLSL_OP1_RCP: case HLSL_OP1_RCP:
success = fold_rcp(ctx, &res, instr->data_type, arg1, &instr->loc); success = fold_rcp(ctx, &res, instr->data_type, arg1, &instr->loc);
break; break;