vkd3d-shader/hlsl: Support smoothstep() intrinsic.

This commit is contained in:
Francisco Casas 2022-11-03 20:54:48 -03:00 committed by Alexandre Julliard
parent 09e7218539
commit a7bb5a0835
Notes: Alexandre Julliard 2023-01-11 22:39:00 +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/53
3 changed files with 244 additions and 0 deletions

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@ -102,6 +102,7 @@ vkd3d_shader_tests = \
tests/hlsl-return-void.shader_test \
tests/hlsl-shape.shader_test \
tests/hlsl-single-numeric-initializer.shader_test \
tests/hlsl-smoothstep.shader_test \
tests/hlsl-state-block-syntax.shader_test \
tests/hlsl-static-initializer.shader_test \
tests/hlsl-storage-qualifiers.shader_test \

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@ -2596,6 +2596,82 @@ static bool intrinsic_saturate(struct hlsl_ctx *ctx,
return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_SAT, arg, loc);
}
/* smoothstep(a, b, x) = p^2 (3 - 2p), where p = saturate((x - a)/(b - a)) */
static bool intrinsic_smoothstep(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
struct hlsl_ir_node *min_arg, *max_arg, *x_arg, *p, *p_num, *p_denom, *res;
struct hlsl_ir_constant *one, *minus_two, *three;
enum hlsl_type_class common_class;
struct hlsl_type *common_type;
unsigned int dimx, dimy;
min_arg = params->args[0];
max_arg = params->args[1];
x_arg = params->args[2];
if (!expr_common_shape(ctx, min_arg->data_type, max_arg->data_type, loc, &common_class, &dimx, &dimy))
return false;
common_type = hlsl_get_numeric_type(ctx, common_class, HLSL_TYPE_FLOAT, dimx, dimy);
if (!expr_common_shape(ctx, common_type, x_arg->data_type, loc, &common_class, &dimx, &dimy))
return false;
common_type = hlsl_get_numeric_type(ctx, common_class, HLSL_TYPE_FLOAT, dimx, dimy);
if (!(min_arg = add_implicit_conversion(ctx, params->instrs, min_arg, common_type, loc)))
return false;
if (!(max_arg = add_implicit_conversion(ctx, params->instrs, max_arg, common_type, loc)))
return false;
if (!(x_arg = add_implicit_conversion(ctx, params->instrs, x_arg, common_type, loc)))
return false;
if (!(min_arg = add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_NEG, min_arg, loc)))
return false;
if (!(p_num = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, x_arg, min_arg, loc)))
return false;
if (!(p_denom = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, max_arg, min_arg, loc)))
return false;
if (!(one = hlsl_new_float_constant(ctx, 1.0, loc)))
return false;
list_add_tail(params->instrs, &one->node.entry);
if (!(p_denom = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_DIV, &one->node, p_denom, loc)))
return false;
if (!(p = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, p_num, p_denom, loc)))
return false;
if (!(p = add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_SAT, p, loc)))
return false;
if (!(minus_two = hlsl_new_float_constant(ctx, -2.0, loc)))
return false;
list_add_tail(params->instrs, &minus_two->node.entry);
if (!(three = hlsl_new_float_constant(ctx, 3.0, loc)))
return false;
list_add_tail(params->instrs, &three->node.entry);
if (!(res = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, &minus_two->node, p, loc)))
return false;
if (!(res = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, &three->node, res, loc)))
return false;
if (!(p = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, p, p, loc)))
return false;
if (!(res = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, p, res, loc)))
return false;
return true;
}
static bool intrinsic_transpose(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
@ -2681,6 +2757,7 @@ intrinsic_functions[] =
{"pow", 2, true, intrinsic_pow},
{"round", 1, true, intrinsic_round},
{"saturate", 1, true, intrinsic_saturate},
{"smoothstep", 3, true, intrinsic_smoothstep},
{"transpose", 1, true, intrinsic_transpose},
};

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@ -0,0 +1,166 @@
[pixel shader]
float4 main() : sv_target
{
float4 a = {1, -1, -1, 10};
float4 b = {2, 1, 1, 20};
float4 x = {0.3, 0.4, 2, 15.4};
return smoothstep(a, b, x);
}
[test]
draw quad
probe all rgba (0, 0.784, 1.0, 0.559872) 1
[pixel shader]
float4 main() : sv_target
{
float a = 1;
float b = 2;
float4 x = {0.9, 1.2, 1.8, 2.1};
return smoothstep(a, b, x);
}
[test]
draw quad
probe all rgba (0, 0.104, 0.896, 1.000000) 5
[pixel shader]
float4 main() : sv_target
{
float4 a = {1, 10, 100, 1000};
float4 b = {2, 20, 200, 2000};
float x = 14;
return smoothstep(a, b, x);
}
[test]
draw quad
probe all rgba (1.0, 0.352, 0, 0) 1
[pixel shader]
float4 main() : sv_target
{
float2 a = {1, 10};
float3 b = {2, 20, 200};
float4 x = {1.4, 14, 140, 1400};
float2 res = smoothstep(a, b, x);
return float4(res, 0, 0);
}
[test]
draw quad
probe all rgba (0.352, 0.352, 0, 0) 1
[pixel shader]
float4 main() : sv_target
{
float3 a = {1, 10, 100};
float2 b = {2, 20};
float4 x = {1.4, 14, 140, 1400};
float2 res = smoothstep(a, b, x);
return float4(res, 0, 0);
}
[test]
draw quad
probe all rgba (0.352, 0.352, 0, 0) 1
[pixel shader]
float4 main() : sv_target
{
float4 a = {1, 10, 100, 1000};
float4 b = {2, 20, 200, 2000};
float2 x = {14, 140};
float2 res = smoothstep(a, b, x);
return float4(res, 0, 0);
}
[test]
draw quad
probe all rgba (1.0, 1.0, 0, 0) 1
[pixel shader todo]
float4 main() : sv_target
{
float2x3 a = {1, 1, 1, 1, 1, 1};
float3x2 b = {2, 2, 2, 2, 2, 2};
float4x2 x = {1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8};
float2x2 r = smoothstep(a, b, x);
return r;
}
[test]
todo draw quad
todo probe all rgba (0.028, 0.104, 0.216, 0.352) 1
[pixel shader]
// 4 division by zero warnings.
// Only test compilation because result is implementation-dependent.
float4 main() : sv_target
{
float4 a = {0, 0, 0, 0};
float4 b = {-1, -1, 0, 0};
float4 x = {0, -0.25, 0, 1};
return smoothstep(a, b, x);
}
[pixel shader]
float4 main() : sv_target
{
float4x1 a = {0.0, 0.0, 0.0, 0.0};
float b = 1.0;
float3x1 x = {0.5, 0.5, 0.5};
float3x1 r = smoothstep(a, b, x);
return float4(r, 0);
}
[test]
draw quad
probe all rgba (0.5, 0.5, 0.5, 0.0)
[pixel shader todo]
float4 main() : sv_target
{
float4x1 a = {0.0, 0.0, 0.0, 0.0};
float2x2 b = {1.0, 1.0, 1.0, 1.0};
float3x1 x = {0.5, 0.5, 0.5};
float2x1 r = smoothstep(a, b, x);
return float4(r, r);
}
[test]
todo draw quad
todo probe all rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader fail todo]
float4 main() : sv_target
{
float2x2 a = {0.0, 0.0, 0.0, 0.0};
float4 b = 1.0;
float2x2 x = {0.5, 0.5, 0.5, 0.5};
smoothstep(a, b, x);
return 0;
}