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vkd3d-shader: Fix bitfield instructions.
Avoid overwriting registers before all results are computed. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4678,11 +4678,11 @@ static void vkd3d_dxbc_compiler_emit_udiv(struct vkd3d_dxbc_compiler *compiler,
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static void vkd3d_dxbc_compiler_emit_bitfield_instruction(struct vkd3d_dxbc_compiler *compiler,
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const struct vkd3d_shader_instruction *instruction)
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{
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uint32_t src_ids[4], constituents[VKD3D_VEC4_SIZE], type_id, mask_id;
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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const struct vkd3d_shader_dst_param *dst = instruction->dst;
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const struct vkd3d_shader_src_param *src = instruction->src;
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uint32_t src_ids[4], result_id, type_id, mask_id;
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unsigned int i, j, src_count;
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unsigned int i, j, k, src_count;
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DWORD write_mask;
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SpvOp op;
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@ -4702,7 +4702,7 @@ static void vkd3d_dxbc_compiler_emit_bitfield_instruction(struct vkd3d_dxbc_comp
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return;
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}
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for (i = 0; i < VKD3D_VEC4_SIZE; ++i)
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for (i = 0, k = 0; i < VKD3D_VEC4_SIZE; ++i)
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{
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if (!(write_mask = dst->write_mask & (VKD3DSP_WRITEMASK_0 << i)))
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continue;
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@ -4717,11 +4717,12 @@ static void vkd3d_dxbc_compiler_emit_bitfield_instruction(struct vkd3d_dxbc_comp
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src_ids[j] = vkd3d_spirv_build_op_and(builder, int_type_id, src_ids[j], mask_id);
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}
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result_id = vkd3d_spirv_build_op_trv(builder, &builder->function_stream,
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constituents[k++] = vkd3d_spirv_build_op_trv(builder, &builder->function_stream,
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op, type_id, src_ids, src_count);
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vkd3d_dxbc_compiler_emit_store_reg(compiler, &dst->reg, write_mask, result_id);
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}
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vkd3d_dxbc_compiler_emit_store_dst_components(compiler,
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dst, vkd3d_component_type_from_data_type(dst->reg.data_type), constituents);
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}
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static void vkd3d_dxbc_compiler_emit_f16tof32(struct vkd3d_dxbc_compiler *compiler,
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@ -6285,6 +6285,29 @@ static void test_shader_instructions(void)
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0x00000000, 0x00208aa6, 0x00000000, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_ibfe = {ps_ibfe_code, sizeof(ps_ibfe_code)};
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static const DWORD ps_ibfe2_code[] =
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{
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#if 0
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ps_5_0
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dcl_globalFlags refactoringAllowed
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dcl_constantbuffer cb0[1], immediateIndexed
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dcl_output o0.xyzw
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dcl_temps 1
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mov r0.xyzw, cb0[0].xyzw
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ibfe r0.xyzw, r0.xxxx, r0.yyyy, r0.zzzz
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mov o0.xyzw, r0.xyzw
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ret
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#endif
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0x43425844, 0x347a9c0e, 0x3eff39a4, 0x3dd41cc5, 0xff87ec8d, 0x00000001, 0x000000fc, 0x00000003,
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0x0000002c, 0x0000003c, 0x00000070, 0x4e475349, 0x00000008, 0x00000000, 0x00000008, 0x4e47534f,
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0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, 0x00000000,
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0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x58454853, 0x00000084, 0x00000050, 0x00000021,
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0x0100086a, 0x04000059, 0x00208e46, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000,
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0x02000068, 0x00000001, 0x06000036, 0x001000f2, 0x00000000, 0x00208e46, 0x00000000, 0x00000000,
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0x0900008b, 0x001000f2, 0x00000000, 0x00100006, 0x00000000, 0x00100556, 0x00000000, 0x00100aa6,
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0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x0100003e,
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};
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static const D3D12_SHADER_BYTECODE ps_ibfe2 = {ps_ibfe2_code, sizeof(ps_ibfe2_code)};
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static const DWORD ps_ubfe_code[] =
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{
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#if 0
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@ -7203,6 +7226,8 @@ static void test_shader_instructions(void)
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{&ps_ibfe, {{{31, 31, 0x80000000}}}, {{0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff}}},
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{&ps_ibfe, {{{31, 31, 0x7fffffff}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}},
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{&ps_ibfe2, {{{16, 15, 0x3fffffff}}}, {{0x00007fff, 0x00007fff, 0x00007fff, 0x00007fff}}},
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{&ps_ubfe, {{{0x00000000}}}, {{0x00000000, 0x00000000, 0x00000000, 0x00000000}}},
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{&ps_ubfe, {{{0xffffffff}}}, {{0x0000000f, 0x007fffff, 0x0000007f, 0x3fffffff}}},
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{&ps_ubfe, {{{0xff000000}}}, {{0x00000000, 0x007f0000, 0x00000000, 0x3f800000}}},
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