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vkd3d-shader/hlsl: Implement intrinsic tan.
This commit also extends the trigonometry tests a little bit to make sure that tan works right.
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parent
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commit
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Notes:
Alexandre Julliard
2023-09-25 22:27:36 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/321
@ -3423,6 +3423,20 @@ static bool intrinsic_step(struct hlsl_ctx *ctx,
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return !!add_implicit_conversion(ctx, params->instrs, ge, type, loc);
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}
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static bool intrinsic_tan(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 = params->args[0], *sin, *cos;
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if (!(sin = add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_SIN, arg, loc)))
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return false;
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if (!(cos = add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_COS, arg, loc)))
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return false;
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return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_DIV, sin, cos, loc);
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}
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static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *params,
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const struct vkd3d_shader_location *loc, const char *name, enum hlsl_sampler_dim dim)
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{
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@ -3697,6 +3711,7 @@ intrinsic_functions[] =
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{"smoothstep", 3, true, intrinsic_smoothstep},
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{"sqrt", 1, true, intrinsic_sqrt},
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{"step", 2, true, intrinsic_step},
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{"tan", 1, true, intrinsic_tan},
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{"tex1D", -1, false, intrinsic_tex1D},
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{"tex2D", -1, false, intrinsic_tex2D},
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{"tex3D", -1, false, intrinsic_tex3D},
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@ -8,27 +8,27 @@ void main(out float tex : texcoord, inout float4 pos : sv_position)
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float4 main(float tex : texcoord) : sv_target
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{
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tex = floor(tex + 0.25);
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return float4(sin(tex), cos(tex), 0, 0);
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return float4(sin(tex), cos(tex), tan(tex), 0);
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}
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[test]
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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 ( 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 ( 3, 0) rgba ( 0.14112001, -0.98999250, 0.0, 0.0) 1024
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probe ( 4, 0) rgba (-0.75680250, -0.65364362, 0.0, 0.0) 1024
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probe ( 5, 0) rgba (-0.95892427, 0.28366219, 0.0, 0.0) 1024
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probe ( 6, 0) rgba (-0.27941550, 0.96017029, 0.0, 0.0) 1024
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probe ( 7, 0) rgba ( 0.65698660, 0.75390225, 0.0, 0.0) 1024
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probe ( 8, 0) rgba ( 0.98935825, -0.14550003, 0.0, 0.0) 1024
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probe ( 9, 0) rgba ( 0.41211849, -0.91113026, 0.0, 0.0) 1024
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probe (10, 0) rgba (-0.54402111, -0.83907153, 0.0, 0.0) 1024
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probe (11, 0) rgba (-0.99999021, 0.00442570, 0.0, 0.0) 2048
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probe (12, 0) rgba (-0.53657292, 0.84385396, 0.0, 0.0) 1024
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probe (13, 0) rgba ( 0.42016704, 0.90744678, 0.0, 0.0) 1024
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probe (14, 0) rgba ( 0.99060736, 0.13673722, 0.0, 0.0) 1024
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probe (15, 0) rgba ( 0.65028784, -0.75968791, 0.0, 0.0) 1024
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probe ( 0, 0) rgba ( 0.00000000, 1.00000000, 0.00000000, 0.0)
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probe ( 1, 0) rgba ( 0.84147098, 0.54030231, 1.55740772, 0.0) 1024
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probe ( 2, 0) rgba ( 0.90929743, -0.41614684, -2.18503986, 0.0) 1024
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probe ( 3, 0) rgba ( 0.14112001, -0.98999250, -0.14254654, 0.0) 1024
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probe ( 4, 0) rgba (-0.75680250, -0.65364362, 1.15782128, 0.0) 1024
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probe ( 5, 0) rgba (-0.95892427, 0.28366219, -3.38051501, 0.0) 1024
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probe ( 6, 0) rgba (-0.27941550, 0.96017029, -0.29100619, 0.0) 1024
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probe ( 7, 0) rgba ( 0.65698660, 0.75390225, 0.87144798, 0.0) 1024
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probe ( 8, 0) rgba ( 0.98935825, -0.14550003, -6.79971146, 0.0) 1024
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probe ( 9, 0) rgba ( 0.41211849, -0.91113026, -0.45231566, 0.0) 1024
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probe (10, 0) rgba (-0.54402111, -0.83907153, 0.64836083, 0.0) 1024
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probe (11, 0) rgba (-0.99999021, 0.00442570, -225.95084645, 0.0) 2048
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probe (12, 0) rgba (-0.53657292, 0.84385396, -0.63585993, 0.0) 1024
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probe (13, 0) rgba ( 0.42016704, 0.90744678, 0.46302113, 0.0) 1024
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probe (14, 0) rgba ( 0.99060736, 0.13673722, 7.24460662, 0.0) 1024
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probe (15, 0) rgba ( 0.65028784, -0.75968791, -0.85599340, 0.0) 1024
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[pixel shader]
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@ -57,3 +57,19 @@ float4 main() : sv_target
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uniform 0 float4 0.0 0.78539816 1.57079632 2.35619449
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draw quad
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probe all rgba (1000.0, 707.0, -0.0, -707.0)
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[pixel shader]
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uniform float4 a;
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float4 main() : sv_target
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{
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return round(1000 * tan(a));
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}
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[test]
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% tan(pi/2) is an asymtote and therefore undefined
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% so check 0, pi/4, 3pi/4, pi
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uniform 0 float4 0.0 0.78539816 2.35619449 3.14159265
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draw quad
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probe all rgba (0, 1000, -1000.0, 0)
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