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vkd3d-shader/tpf: Implmenent HLSL_OP1_RCP.
SM5 comes with a RCP opcode; for SM4, implement it as `DIV dst, 1, x`.
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commit
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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
@ -5189,6 +5189,44 @@ static void write_sm4_expr(const struct tpf_writer *tpf, const struct hlsl_ir_ex
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}
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break;
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case HLSL_OP1_RCP:
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switch (dst_type->e.numeric.type)
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{
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case HLSL_TYPE_FLOAT:
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/* SM5 comes with a RCP opcode */
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if (tpf->ctx->profile->major_version >= 5)
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{
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write_sm4_unary_op(tpf, VKD3D_SM5_OP_RCP, &expr->node, arg1, 0);
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}
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else
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{
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/* For SM4, implement as DIV dst, 1.0, src */
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struct sm4_instruction instr;
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struct hlsl_constant_value one;
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assert(type_is_float(dst_type));
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memset(&instr, 0, sizeof(instr));
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instr.opcode = VKD3D_SM4_OP_DIV;
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sm4_dst_from_node(&instr.dsts[0], &expr->node);
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instr.dst_count = 1;
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for (unsigned int i = 0; i < 4; i++)
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one.u[i].f = 1.0f;
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sm4_src_from_constant_value(&instr.srcs[0], &one, dst_type->dimx, instr.dsts[0].write_mask);
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sm4_src_from_node(tpf, &instr.srcs[1], arg1, instr.dsts[0].write_mask);
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instr.src_count = 2;
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write_sm4_instruction(tpf, &instr);
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}
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break;
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default:
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hlsl_fixme(tpf->ctx, &expr->node.loc, "SM4 %s rcp expression.", dst_type_string->buffer);
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}
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break;
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case HLSL_OP1_REINTERPRET:
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write_sm4_unary_op(tpf, VKD3D_SM4_OP_MOV, &expr->node, arg1, 0);
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break;
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@ -1,4 +1,4 @@
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[pixel shader todo(sm>=4)]
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[pixel shader]
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uniform float4 f;
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float4 main() : sv_target
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@ -8,28 +8,28 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo(sm>=4 & sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 0.5, 0.3333333, 0.25) 8
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uniform 0 float4 -1.0 -2.0 -3.0 -4.0
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todo(sm>=4 & sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (-1.0, -0.5, -0.3333333, -0.25) 8
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uniform 0 float4 12.34 56.78 -90.12 -34.56
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todo(sm>=4 & sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (0.081037275, 0.017611835, -0.011096316, -0.028935184) 8
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uniform 0 float4 0.25 0.125 0.0625 0.3333333
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todo(sm>=4 & sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (4.0, 8.0, 16.0, 3.0) 8
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% Degenerate cases
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uniform 0 float4 0.0 -0.0 1.0e39 -1.0e39
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todo(sm>=4 & sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0e39, -1.0e39, 0.0, -0.0) 8
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[pixel shader todo(sm>=4)]
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[pixel shader]
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% Check invertibility
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uniform float4 f;
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@ -40,19 +40,19 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo(sm>=4 & sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) 8
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uniform 0 float4 7.604 3.1415 2.72 9.876
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todo(sm>=4 & sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (7.604, 3.1415, 2.72, 9.876) 8
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uniform 0 float4 0.0 -0.0 1.0e39 -1.0e39
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todo(sm>=4 & sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (0.0, -0.0, 1.0e39, -1.0e39)
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[pixel shader todo(sm>=4)]
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[pixel shader]
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% Make sure swizzling works
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uniform float4 f;
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@ -68,9 +68,9 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo(sm>=4 & sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (1.0, 0.5, 0.3333333, 0.25) 8
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uniform 0 float4 -1.0 -2.0 -3.0 -4.0
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todo(sm>=4 & sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (-1.0, -0.5, -0.3333333, -0.25) 8
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