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vkd3d-shader/hlsl: Support non-size-changing lhs casts.
This commit is contained in:
committed by
Henri Verbeet
parent
c2e224c5fb
commit
b55fe1950e
Notes:
Henri Verbeet
2025-01-22 15:04:09 +01:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1350
@@ -1,6 +1,6 @@
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% Test implicit and explicit casts on function output parameters.
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[pixel shader todo]
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[pixel shader todo(sm>=4)]
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uniform float4 f;
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@@ -18,14 +18,14 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -1.9 -1.0 2.9 4.0
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todo(sm<6) draw quad
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todo(sm>=4 & sm<6) draw quad
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probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
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% As above, but cast "x" to float4 first.
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% In SM 6 a cast seems to implicitly promote the type to const,
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% so it fails to match the parameter of func().
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[pixel shader todo fail(sm>=6)]
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[pixel shader fail(sm>=6) todo(sm>=4)]
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uniform float4 f;
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@@ -43,12 +43,12 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -1.9 -1.0 2.9 4.0
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todo draw quad
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todo(sm>=4) draw quad
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probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
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% As above, but declare "x" as float4 and cast it to int4.
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[pixel shader todo fail(sm>=6)]
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[pixel shader fail(sm>=6) todo(sm>=4)]
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uniform float4 f;
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@@ -66,11 +66,11 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -1.9 -1.0 2.9 4.0
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todo draw quad
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probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
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todo(sm>=4) draw quad
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todo(sm<4) probe (0, 0) rgba (-1.0, -1.0, 2.0, 4.0)
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[pixel shader todo]
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[pixel shader todo(sm>=4)]
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uniform int4 i;
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void func(inout float4 a)
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@@ -88,12 +88,12 @@ float4 main() : sv_target
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[test]
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if(sm<4) uniform 0 float4 -2 0 1 -3000000
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if(sm>=4) uniform 0 int4 -2 0 1 -3000000
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todo(sm<6) draw quad
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todo(sm>=4 & sm<6) draw quad
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probe (0, 0) rgba (-1.0, 0.0, 1.0, -3000000.0) 4
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% An explicit cast gets applied right before assignment, as if it was on the lhs.
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[pixel shader todo fail(sm>=6)]
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[pixel shader fail(sm>=6) todo(sm>=4)]
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void fun(out float4 f)
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{
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f = float4(1.4, 2.6, 3.9, 4.3);
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@@ -108,8 +108,8 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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probe (0, 0) rgba(1, 2, 3, 4)
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todo(sm>=4) draw quad
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todo probe (0, 0) rgba(1, 2, 3, 4)
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[pixel shader todo fail]
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@@ -176,7 +176,7 @@ float4 main() : sv_target
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}
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[pixel shader fail(sm>=4) todo]
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[pixel shader fail(sm>=4)]
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void fun(out float4 f)
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{
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f = float4(1.1, 2.3, 3.6, 4.3);
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@@ -191,5 +191,5 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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draw quad
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probe (0, 0) rgba(1.1, 2.3, 3.6, 4.3)
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@@ -14,7 +14,7 @@ probe (0, 0) rgba(1, 2, 3, 4)
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% Casts with base type changes are only valid on SM1.
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[pixel shader fail(sm>=4) todo]
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[pixel shader fail(sm>=4)]
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float4 main() : sv_target
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{
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float4 p = 0;
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@@ -24,13 +24,13 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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draw quad
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probe (0, 0) rgba(-1, -2, 4, 0)
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% Casts don't actually perform base type changes, only the outtermost one, which
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% I suspect is because the implicit cast on the assignment and not the cast itself.
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[pixel shader fail(sm>=4) todo]
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[pixel shader fail(sm>=4)]
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float4 main() : sv_target
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{
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float4 f = 0;
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@@ -40,11 +40,11 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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draw quad
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probe (0, 0) rgba(1.3, -2.4, 3.3, 4.7)
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[pixel shader fail(sm>=4) todo]
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[pixel shader fail(sm>=4)]
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float4 main() : sv_target
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{
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float4 f = 0;
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@@ -54,7 +54,7 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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draw quad
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probe (0, 0) rgba(1, -2, 3, 4)
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@@ -69,7 +69,7 @@ float4 main() : sv_target
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}
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[pixel shader fail(sm>=6) todo]
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[pixel shader fail(sm>=6) todo(sm>=4)]
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float4 main() : sv_target
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{
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float4 f = 0;
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@@ -79,11 +79,11 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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todo(sm>=4) draw quad
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probe (0, 0) rgba(1, 2, 3, 4)
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[pixel shader fail(sm>=4) todo]
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[pixel shader fail(sm>=4)]
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float4 main() : sv_target
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{
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float4 f = 0;
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@@ -93,11 +93,11 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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draw quad
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probe (0, 0) rgba(1, 3, 0, 0);
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[pixel shader fail(sm>=4) todo]
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[pixel shader fail(sm>=4)]
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float4 main() : sv_target
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{
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float4 f = 0;
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@@ -107,5 +107,5 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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draw quad
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probe (0, 0) rgba(1.4, 2.8, 0, 0);
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@@ -162,7 +162,7 @@ float4 main() : sv_target
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return float4(6789);
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}
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[pixel shader todo]
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[pixel shader todo(sm>=4)]
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float4 main() : sv_target
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{
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int sin_out, cos_out;
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@@ -171,5 +171,5 @@ float4 main() : sv_target
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}
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[test]
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todo(sm<6) draw quad
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todo(sm>=4 & sm<6) draw quad
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probe (0, 0) rgba (0, 0, 0, 0);
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