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vkd3d-shader/hlsl: Support cos() intrinsic.
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Notes:
Alexandre Julliard
2023-01-19 22:45:36 +01:00
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/62
@ -2421,6 +2421,17 @@ static bool intrinsic_clamp(struct hlsl_ctx *ctx,
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return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MIN, max, params->args[2], loc);
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return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MIN, max, params->args[2], loc);
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}
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}
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static bool intrinsic_cos(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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struct hlsl_ir_node *arg;
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if (!(arg = intrinsic_float_convert_arg(ctx, params, params->args[0], loc)))
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return false;
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_COS, arg, loc);
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}
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static bool intrinsic_cross(struct hlsl_ctx *ctx,
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static bool intrinsic_cross(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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{
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@ -2878,6 +2889,7 @@ intrinsic_functions[] =
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{"abs", 1, true, intrinsic_abs},
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{"abs", 1, true, intrinsic_abs},
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{"asuint", -1, true, intrinsic_asuint},
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{"asuint", -1, true, intrinsic_asuint},
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{"clamp", 3, true, intrinsic_clamp},
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{"clamp", 3, true, intrinsic_clamp},
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{"cos", 1, true, intrinsic_cos},
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{"cross", 2, true, intrinsic_cross},
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{"cross", 2, true, intrinsic_cross},
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{"dot", 2, true, intrinsic_dot},
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{"dot", 2, true, intrinsic_dot},
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{"floor", 1, true, intrinsic_floor},
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{"floor", 1, true, intrinsic_floor},
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@ -1698,6 +1698,11 @@ static void write_sm4_expr(struct hlsl_ctx *ctx,
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write_sm4_cast(ctx, buffer, expr);
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write_sm4_cast(ctx, buffer, expr);
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break;
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break;
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case HLSL_OP1_COS:
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assert(type_is_float(dst_type));
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write_sm4_unary_op_with_two_destinations(buffer, VKD3D_SM4_OP_SINCOS, &expr->node, 1, arg1);
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break;
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case HLSL_OP1_EXP2:
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case HLSL_OP1_EXP2:
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assert(type_is_float(dst_type));
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assert(type_is_float(dst_type));
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write_sm4_unary_op(buffer, VKD3D_SM4_OP_EXP, &expr->node, arg1, 0);
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write_sm4_unary_op(buffer, VKD3D_SM4_OP_EXP, &expr->node, arg1, 0);
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@ -4,7 +4,7 @@ void main(out float tex : texcoord, inout float4 pos : sv_position)
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tex = (pos.x + 1) * 320;
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tex = (pos.x + 1) * 320;
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}
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}
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[pixel shader todo]
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[pixel shader]
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float4 main(float tex : texcoord) : sv_target
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float4 main(float tex : texcoord) : sv_target
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{
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{
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tex = floor(tex + 0.25);
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tex = floor(tex + 0.25);
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@ -12,7 +12,7 @@ float4 main(float tex : texcoord) : sv_target
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}
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}
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[test]
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[test]
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todo draw quad
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draw quad
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probe ( 0, 0) rgba ( 0.00000000, 1.00000000, 0.0, 0.0)
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probe ( 0, 0) rgba ( 0.00000000, 1.00000000, 0.0, 0.0)
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probe ( 1, 0) rgba ( 0.84147098, 0.54030231, 0.0, 0.0) 1024
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probe ( 1, 0) rgba ( 0.84147098, 0.54030231, 0.0, 0.0) 1024
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probe ( 2, 0) rgba ( 0.90929743, -0.41614684, 0.0, 0.0) 1024
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probe ( 2, 0) rgba ( 0.90929743, -0.41614684, 0.0, 0.0) 1024
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@ -45,7 +45,7 @@ draw quad
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probe all rgba (0.0, 500.0, 500.0, 0.0)
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probe all rgba (0.0, 500.0, 500.0, 0.0)
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[pixel shader todo]
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[pixel shader]
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uniform float4 a;
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uniform float4 a;
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float4 main() : sv_target
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float4 main() : sv_target
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@ -55,5 +55,5 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
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uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
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todo draw quad
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draw quad
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todo probe all rgba (1000.0, 707.0, -0.0, -707.0)
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probe all rgba (1000.0, 707.0, -0.0, -707.0)
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