vkd3d-shader/hlsl: Implement the asint() intrinsic.

This commit is contained in:
Victor Chiletto 2024-07-05 14:59:19 -03:00 committed by Henri Verbeet
parent 91dce79227
commit a0de05f0b4
Notes: Henri Verbeet 2024-07-24 16:16:07 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/953
3 changed files with 85 additions and 0 deletions

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@ -62,6 +62,7 @@ vkd3d_shader_tests = \
tests/hlsl/array-size-expr.shader_test \
tests/hlsl/asfloat.shader_test \
tests/hlsl/asuint.shader_test \
tests/hlsl/asint.shader_test \
tests/hlsl/attributes.shader_test \
tests/hlsl/bitwise.shader_test \
tests/hlsl/bool-cast.shader_test \

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@ -3299,6 +3299,29 @@ static bool intrinsic_asfloat(struct hlsl_ctx *ctx,
return add_expr(ctx, params->instrs, HLSL_OP1_REINTERPRET, operands, data_type, loc);
}
static bool intrinsic_asint(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 *data_type;
data_type = params->args[0]->data_type;
if (data_type->e.numeric.type == HLSL_TYPE_BOOL || data_type->e.numeric.type == HLSL_TYPE_DOUBLE)
{
struct vkd3d_string_buffer *string;
if ((string = hlsl_type_to_string(ctx, data_type)))
hlsl_error(ctx, loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE,
"Wrong argument type of asint(): expected 'int', 'uint', 'float', or 'half', but got '%s'.",
string->buffer);
hlsl_release_string_buffer(ctx, string);
}
data_type = convert_numeric_type(ctx, data_type, HLSL_TYPE_INT);
operands[0] = params->args[0];
return add_expr(ctx, params->instrs, HLSL_OP1_REINTERPRET, operands, data_type, loc);
}
static bool intrinsic_asuint(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
@ -4825,6 +4848,7 @@ intrinsic_functions[] =
{"any", 1, true, intrinsic_any},
{"asfloat", 1, true, intrinsic_asfloat},
{"asin", 1, true, intrinsic_asin},
{"asint", 1, true, intrinsic_asint},
{"asuint", -1, true, intrinsic_asuint},
{"atan", 1, true, intrinsic_atan},
{"atan2", 2, true, intrinsic_atan2},

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@ -0,0 +1,60 @@
[require]
shader model >= 4.0
[pixel shader]
uniform float f;
uniform int i;
uniform uint u;
uniform float h;
float4 main() : sv_target
{
uint4 ret;
ret.x = asint(f);
ret.y = asint(i);
ret.z = asint(u);
ret.w = asint((half)h);
return ret;
}
[test]
uniform 0 int4 123 0xc00000 456 0x7fd69345
todo(glsl) draw quad
probe (320,240) rgba (123.0, 12582912.0, 456.0, 2144768896.0)
[pixel shader]
uniform float2x2 m;
uniform float4 v;
float4 main() : sv_target
{
return float4(asint(m)[0][1], asint(v).y, 0, 0);
}
[test]
uniform 0 int4 11 12 0 0
uniform 4 int4 13 14 0 0
uniform 8 int4 20 21 22 23
todo(glsl) draw quad
probe (320,240) rgba (13.0, 21.0, 0.0, 0.0)
[pixel shader fail]
float4 main() : sv_target
{
bool b = true;
return asint(b);
}
[pixel shader fail]
float4 main() : sv_target
{
double d = 1.0;
return asint(d);
}