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vkd3d-shader/hlsl: Add constant folding for rshift.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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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
@ -1086,6 +1086,36 @@ static bool fold_ternary(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst,
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return true;
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return true;
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}
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}
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static bool fold_rshift(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst, const struct hlsl_type *dst_type,
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const struct hlsl_ir_constant *src1, const struct hlsl_ir_constant *src2)
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{
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unsigned int k;
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assert(dst_type->base_type == src1->node.data_type->base_type);
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assert(src2->node.data_type->base_type == HLSL_TYPE_INT);
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for (k = 0; k < dst_type->dimx; ++k)
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{
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unsigned int shift = src2->value.u[k].u % 32;
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switch (src1->node.data_type->base_type)
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{
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case HLSL_TYPE_INT:
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dst->u[k].i = src1->value.u[k].i >> shift;
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break;
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case HLSL_TYPE_UINT:
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dst->u[k].u = src1->value.u[k].u >> shift;
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break;
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default:
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vkd3d_unreachable();
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}
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}
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return true;
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}
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bool hlsl_fold_constant_exprs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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bool hlsl_fold_constant_exprs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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{
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{
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struct hlsl_ir_constant *arg1, *arg2 = NULL, *arg3 = NULL;
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struct hlsl_ir_constant *arg1, *arg2 = NULL, *arg3 = NULL;
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@ -1223,6 +1253,10 @@ bool hlsl_fold_constant_exprs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
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success = fold_nequal(ctx, &res, instr->data_type, arg1, arg2);
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success = fold_nequal(ctx, &res, instr->data_type, arg1, arg2);
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break;
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break;
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case HLSL_OP2_RSHIFT:
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success = fold_rshift(ctx, &res, instr->data_type, arg1, arg2);
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break;
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case HLSL_OP3_DP2ADD:
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case HLSL_OP3_DP2ADD:
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success = fold_dp2add(ctx, &res, instr->data_type, arg1, arg2, arg3);
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success = fold_dp2add(ctx, &res, instr->data_type, arg1, arg2, arg3);
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break;
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break;
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@ -29,6 +29,21 @@ float4 main() : sv_target
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draw quad
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draw quad
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probe all rgba (-2147483648.0, 4.0, 2147483650.0, 4.0)
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probe all rgba (-2147483648.0, 4.0, 2147483650.0, 4.0)
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[pixel shader]
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float4 main() : sv_target
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{
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int x = 2147483647;
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int y = -1;
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int z = 34;
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uint x2 = 4294967295;
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return float4(x >> y, x >> z, x2 >> y, x2 >> z);
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}
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[test]
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draw quad
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probe all rgba (0.0, 536870912.0, 1.0, 1073741824.0)
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[pixel shader]
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[pixel shader]
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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{
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{
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