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vkd3d-shader/hlsl: Implement hyperbolic sin and cos.
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Notes:
Alexandre Julliard
2024-04-15 22:22:07 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/740
@ -3028,6 +3028,46 @@ static bool intrinsic_cos(struct hlsl_ctx *ctx,
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_COS, arg, loc);
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_COS, arg, loc);
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}
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}
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static bool write_cosh_or_sinh(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc, bool sinh_mode)
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{
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struct hlsl_ir_function_decl *func;
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struct hlsl_ir_node *arg;
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const char *fn_name, *type_name;
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char *body;
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static const char template[] =
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"%s %s(%s x)\n"
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"{\n"
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" return (exp(x) %s exp(-x)) / 2;\n"
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"}\n";
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static const char fn_name_sinh[] = "sinh";
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static const char fn_name_cosh[] = "cosh";
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if (!(arg = intrinsic_float_convert_arg(ctx, params, params->args[0], loc)))
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return false;
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type_name = arg->data_type->name;
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fn_name = sinh_mode ? fn_name_sinh : fn_name_cosh;
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if (!(body = hlsl_sprintf_alloc(ctx, template,
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type_name, fn_name, type_name, sinh_mode ? "-" : "+")))
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return false;
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func = hlsl_compile_internal_function(ctx, fn_name, 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_cosh(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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return write_cosh_or_sinh(ctx, params, loc, false);
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}
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static bool intrinsic_cross(struct hlsl_ctx *ctx,
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static bool intrinsic_cross(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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{
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{
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@ -3873,6 +3913,12 @@ static bool intrinsic_sin(struct hlsl_ctx *ctx,
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_SIN, arg, loc);
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_SIN, arg, loc);
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}
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}
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static bool intrinsic_sinh(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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return write_cosh_or_sinh(ctx, params, loc, true);
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}
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/* smoothstep(a, b, x) = p^2 (3 - 2p), where p = saturate((x - a)/(b - a)) */
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/* smoothstep(a, b, x) = p^2 (3 - 2p), where p = saturate((x - a)/(b - a)) */
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static bool intrinsic_smoothstep(struct hlsl_ctx *ctx,
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static bool intrinsic_smoothstep(struct hlsl_ctx *ctx,
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
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@ -4277,6 +4323,7 @@ intrinsic_functions[] =
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{"clamp", 3, true, intrinsic_clamp},
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{"clamp", 3, true, intrinsic_clamp},
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{"clip", 1, true, intrinsic_clip},
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{"clip", 1, true, intrinsic_clip},
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{"cos", 1, true, intrinsic_cos},
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{"cos", 1, true, intrinsic_cos},
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{"cosh", 1, true, intrinsic_cosh},
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{"cross", 2, true, intrinsic_cross},
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{"cross", 2, true, intrinsic_cross},
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{"ddx", 1, true, intrinsic_ddx},
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{"ddx", 1, true, intrinsic_ddx},
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{"ddx_coarse", 1, true, intrinsic_ddx_coarse},
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{"ddx_coarse", 1, true, intrinsic_ddx_coarse},
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@ -4314,6 +4361,7 @@ intrinsic_functions[] =
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{"saturate", 1, true, intrinsic_saturate},
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{"saturate", 1, true, intrinsic_saturate},
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{"sign", 1, true, intrinsic_sign},
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{"sign", 1, true, intrinsic_sign},
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{"sin", 1, true, intrinsic_sin},
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{"sin", 1, true, intrinsic_sin},
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{"sinh", 1, true, intrinsic_sinh},
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{"smoothstep", 3, true, intrinsic_smoothstep},
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{"smoothstep", 3, true, intrinsic_smoothstep},
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{"sqrt", 1, true, intrinsic_sqrt},
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{"sqrt", 1, true, intrinsic_sqrt},
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{"step", 2, true, intrinsic_step},
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{"step", 2, true, intrinsic_step},
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@ -76,7 +76,7 @@ todo(sm<4 | glsl) draw quad
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probe all rgba (0, 1000, -1000.0, 0)
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probe all rgba (0, 1000, -1000.0, 0)
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[pixel shader todo]
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[pixel shader]
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uniform float4 a;
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uniform float4 a;
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float4 main() : sv_target
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float4 main() : sv_target
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@ -86,15 +86,15 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 -6.28318531 -0.88137359 0.88137359 6.28318531
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uniform 0 float4 -6.28318531 -0.88137359 0.88137359 6.28318531
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todo(sm<6) draw quad
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todo(glsl) draw quad
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probe all rgba (-267.744894, -1.0, 1.0, 267.744894) 2
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probe all rgba (-267.744894, -1.0, 1.0, 267.744894) 2
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uniform 0 float4 -0.0 0.0 -90.0 90.0
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uniform 0 float4 -0.0 0.0 -90.0 90.0
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todo(sm<6) draw quad
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todo(glsl) draw quad
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% mingw does not support "inf" for scanf(), but numbers beyond FLOAT_MAX consistently result in inf.
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% mingw does not support "inf" for scanf(), but numbers beyond FLOAT_MAX consistently result in inf.
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probe all rgba (0.0, 0.0, -1.0e39, 1.0e39) 1
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probe all rgba (0.0, 0.0, -1.0e39, 1.0e39) 1
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[pixel shader todo]
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[pixel shader]
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uniform float4 a;
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uniform float4 a;
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float4 main() : sv_target
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float4 main() : sv_target
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@ -104,10 +104,10 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 -1.76274717 -1.3169579 1.3169579 1.76274717
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uniform 0 float4 -1.76274717 -1.3169579 1.3169579 1.76274717
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todo(sm<6) draw quad
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todo(glsl) draw quad
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probe all rgba (3.0, 2.0, 2.0, 3.0) 2
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probe all rgba (3.0, 2.0, 2.0, 3.0) 2
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uniform 0 float4 -0.0 0.0 -90.0 90.0
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uniform 0 float4 -0.0 0.0 -90.0 90.0
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todo(sm<6) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 1.0e39, 1.0e39) 1
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probe all rgba (1.0, 1.0, 1.0e39, 1.0e39) 1
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