vkd3d-shader/hlsl: Implement the rcp() intrinisic.

SM1 already has the RCP opcode implemented; SM4 implementation is in the
next commit.
This commit is contained in:
Petrichor Park 2024-04-29 12:46:15 -05:00 committed by Henri Verbeet
parent 3a49852075
commit b3f0cd5788
Notes: Henri Verbeet 2024-07-11 17:16:15 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/822
2 changed files with 25 additions and 13 deletions

View File

@ -4065,6 +4065,17 @@ static bool intrinsic_radians(struct hlsl_ctx *ctx,
return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, arg, rad, loc); return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, arg, rad, loc);
} }
static bool intrinsic_rcp(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
struct hlsl_ir_node *arg;
if (!(arg = intrinsic_float_convert_arg(ctx, params, params->args[0], loc)))
return false;
return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_RCP, arg, loc);
}
static bool intrinsic_reflect(struct hlsl_ctx *ctx, static bool intrinsic_reflect(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc) const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{ {
@ -4760,6 +4771,7 @@ intrinsic_functions[] =
{"normalize", 1, true, intrinsic_normalize}, {"normalize", 1, true, intrinsic_normalize},
{"pow", 2, true, intrinsic_pow}, {"pow", 2, true, intrinsic_pow},
{"radians", 1, true, intrinsic_radians}, {"radians", 1, true, intrinsic_radians},
{"rcp", 1, true, intrinsic_rcp},
{"reflect", 2, true, intrinsic_reflect}, {"reflect", 2, true, intrinsic_reflect},
{"refract", 3, true, intrinsic_refract}, {"refract", 3, true, intrinsic_refract},
{"round", 1, true, intrinsic_round}, {"round", 1, true, intrinsic_round},

View File

@ -1,4 +1,4 @@
[pixel shader todo] [pixel shader todo(sm>=4)]
uniform float4 f; uniform float4 f;
float4 main() : sv_target float4 main() : sv_target
@ -8,28 +8,28 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 1.0 2.0 3.0 4.0 uniform 0 float4 1.0 2.0 3.0 4.0
todo(sm<6) draw quad todo(sm>=4 & sm<6) draw quad
probe (0, 0) rgba (1.0, 0.5, 0.3333333, 0.25) 8 probe (0, 0) rgba (1.0, 0.5, 0.3333333, 0.25) 8
uniform 0 float4 -1.0 -2.0 -3.0 -4.0 uniform 0 float4 -1.0 -2.0 -3.0 -4.0
todo(sm<6) draw quad todo(sm>=4 & sm<6) draw quad
probe (0, 0) rgba (-1.0, -0.5, -0.3333333, -0.25) 8 probe (0, 0) rgba (-1.0, -0.5, -0.3333333, -0.25) 8
uniform 0 float4 12.34 56.78 -90.12 -34.56 uniform 0 float4 12.34 56.78 -90.12 -34.56
todo(sm<6) draw quad todo(sm>=4 & sm<6) draw quad
probe (0, 0) rgba (0.081037275, 0.017611835, -0.011096316, -0.028935184) 8 probe (0, 0) rgba (0.081037275, 0.017611835, -0.011096316, -0.028935184) 8
uniform 0 float4 0.25 0.125 0.0625 0.3333333 uniform 0 float4 0.25 0.125 0.0625 0.3333333
todo(sm<6) draw quad todo(sm>=4 & sm<6) draw quad
probe (0, 0) rgba (4.0, 8.0, 16.0, 3.0) 8 probe (0, 0) rgba (4.0, 8.0, 16.0, 3.0) 8
% Degenerate cases % Degenerate cases
uniform 0 float4 0.0 -0.0 1.0e39 -1.0e39 uniform 0 float4 0.0 -0.0 1.0e39 -1.0e39
todo(sm<6) draw quad todo(sm>=4 & sm<6) draw quad
probe (0, 0) rgba (1.0e39, -1.0e39, 0.0, -0.0) 8 probe (0, 0) rgba (1.0e39, -1.0e39, 0.0, -0.0) 8
[pixel shader todo] [pixel shader todo(sm>=4)]
% Check invertibility % Check invertibility
uniform float4 f; uniform float4 f;
@ -40,19 +40,19 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 1.0 2.0 3.0 4.0 uniform 0 float4 1.0 2.0 3.0 4.0
todo(sm<6) draw quad todo(sm>=4 & sm<6) draw quad
probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 8 probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 8
uniform 0 float4 7.604 3.1415 2.72 9.876 uniform 0 float4 7.604 3.1415 2.72 9.876
todo(sm<6) draw quad todo(sm>=4 & sm<6) draw quad
probe (0, 0) rgba (7.604, 3.1415, 2.72, 9.876) 8 probe (0, 0) rgba (7.604, 3.1415, 2.72, 9.876) 8
uniform 0 float4 0.0 -0.0 1.0e39 -1.0e39 uniform 0 float4 0.0 -0.0 1.0e39 -1.0e39
todo(sm<6) draw quad todo(sm>=4 & sm<6) draw quad
probe (0, 0) rgba (0.0, -0.0, 1.0e39, -1.0e39) probe (0, 0) rgba (0.0, -0.0, 1.0e39, -1.0e39)
[pixel shader todo] [pixel shader todo(sm>=4)]
% Make sure swizzling works % Make sure swizzling works
uniform float4 f; uniform float4 f;
@ -68,9 +68,9 @@ float4 main() : sv_target
[test] [test]
uniform 0 float4 1.0 2.0 3.0 4.0 uniform 0 float4 1.0 2.0 3.0 4.0
todo(sm<6) draw quad todo(sm>=4 & sm<6) draw quad
probe (0, 0) rgba (1.0, 0.5, 0.3333333, 0.25) 8 probe (0, 0) rgba (1.0, 0.5, 0.3333333, 0.25) 8
uniform 0 float4 -1.0 -2.0 -3.0 -4.0 uniform 0 float4 -1.0 -2.0 -3.0 -4.0
todo(sm<6) draw quad todo(sm>=4 & sm<6) draw quad
probe (0, 0) rgba (-1.0, -0.5, -0.3333333, -0.25) 8 probe (0, 0) rgba (-1.0, -0.5, -0.3333333, -0.25) 8