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vkd3d-shader/hlsl: Add fwidth() function.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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parent
8087cc01f7
commit
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Notes:
Alexandre Julliard
2023-10-05 22:36:39 +02:00
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/330
@ -93,6 +93,7 @@ vkd3d_shader_tests = \
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tests/hlsl/function-overload.shader_test \
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tests/hlsl/function-return.shader_test \
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tests/hlsl/function.shader_test \
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tests/hlsl/fwidth.shader_test \
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tests/hlsl/gather-offset.shader_test \
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tests/hlsl/gather.shader_test \
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tests/hlsl/getdimensions.shader_test \
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@ -2961,6 +2961,33 @@ static bool intrinsic_frac(struct hlsl_ctx *ctx,
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_FRACT, arg, loc);
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}
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static bool intrinsic_fwidth(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_function_decl *func;
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struct hlsl_type *type;
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char *body;
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static const char template[] =
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"%s fwidth(%s x)\n"
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"{\n"
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" return abs(ddx(x)) + abs(ddy(x));\n"
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"}";
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if (!elementwise_intrinsic_float_convert_args(ctx, params, loc))
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return false;
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type = params->args[0]->data_type;
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if (!(body = hlsl_sprintf_alloc(ctx, template, type->name, type->name)))
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return false;
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func = hlsl_compile_internal_function(ctx, "fwidth", body);
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vkd3d_free(body);
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if (!func)
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return false;
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return add_user_call(ctx, func, params, loc);
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}
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static bool intrinsic_ldexp(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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@ -3690,6 +3717,7 @@ intrinsic_functions[] =
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{"floor", 1, true, intrinsic_floor},
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{"fmod", 2, true, intrinsic_fmod},
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{"frac", 1, true, intrinsic_frac},
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{"fwidth", 1, true, intrinsic_fwidth},
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{"ldexp", 2, true, intrinsic_ldexp},
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{"length", 1, true, intrinsic_length},
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{"lerp", 3, true, intrinsic_lerp},
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26
tests/hlsl/fwidth.shader_test
Normal file
26
tests/hlsl/fwidth.shader_test
Normal file
@ -0,0 +1,26 @@
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[require]
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shader model >= 3.0
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[pixel shader]
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float4 main(float4 pos : sv_position) : sv_target
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{
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// Shader models < 4 don't add 0.5 to sv_position, so this adjustment is required to get the
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// same outputs.
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pos.x = floor(pos.x) + 0.5;
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pos.y = floor(pos.y) + 0.5;
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pos /= 10.0;
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float nonlinear = pos.x * pos.y - pos.x * (pos.x + 0.5);
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float4 res = fwidth(nonlinear);
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// Each device may use either the coarse or the fine derivate, so use quantization.
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return round(30 * res);
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}
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[test]
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draw quad
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probe (10, 10) rgba (8.0, 8.0, 8.0, 8.0)
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probe (11, 10) rgba (8.0, 8.0, 8.0, 8.0)
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probe (12, 10) rgba (10.0, 10.0, 10.0, 10.0)
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probe (16, 16) rgba (12.0, 12.0, 12.0, 12.0)
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probe (150, 150) rgba (92.0, 92.0, 92.0, 92.0)
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