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vkd3d-shader/hlsl: Support distance() intrinsic.
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Notes:
Alexandre Julliard
2023-03-08 21:51:08 +01:00
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/76
@ -61,6 +61,7 @@ vkd3d_shader_tests = \
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tests/cbuffer.shader_test \
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tests/compute.shader_test \
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tests/conditional.shader_test \
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tests/distance.shader_test \
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tests/entry-point-semantics.shader_test \
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tests/exp.shader_test \
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tests/floor.shader_test \
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@ -2533,6 +2533,29 @@ static bool intrinsic_cross(struct hlsl_ctx *ctx,
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return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, mul2, mul1_neg, loc);
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}
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static bool intrinsic_distance(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 *arg1, *arg2, *neg, *add, *dot;
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if (!(arg1 = intrinsic_float_convert_arg(ctx, params, params->args[0], loc)))
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return false;
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if (!(arg2 = intrinsic_float_convert_arg(ctx, params, params->args[1], loc)))
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return false;
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if (!(neg = add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_NEG, arg2, loc)))
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return false;
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if (!(add = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, arg1, neg, loc)))
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return false;
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if (!(dot = add_binary_dot_expr(ctx, params->instrs, add, add, loc)))
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return false;
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_SQRT, dot, loc);
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}
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static bool intrinsic_dot(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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@ -3203,6 +3226,7 @@ intrinsic_functions[] =
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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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{"distance", 2, true, intrinsic_distance},
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{"dot", 2, true, intrinsic_dot},
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{"exp", 1, true, intrinsic_exp},
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{"exp2", 1, true, intrinsic_exp2},
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23
tests/distance.shader_test
Normal file
23
tests/distance.shader_test
Normal file
@ -0,0 +1,23 @@
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[pixel shader]
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uniform float4 x;
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uniform float4 y;
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float4 main() : sv_target
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{
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return distance(x, y);
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}
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[test]
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uniform 0 float4 -2.0 3.0 4.0 0.1
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uniform 4 float4 2.0 -1.0 4.0 5.0
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draw quad
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probe all rgba (7.483983, 7.483983, 7.483983, 7.483983) 1
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[pixel shader]
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uniform int4 x;
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uniform int4 y;
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float4 main() : sv_target
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{
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return distance(x, y);
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}
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