vkd3d-shader/hlsl: Implement tex2Dbias().

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56701
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2024-05-21 18:18:11 +02:00 committed by Henri Verbeet
parent f0cd35b40d
commit ccbe36fb8d
Notes: Henri Verbeet 2024-06-11 17:09:30 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/876
2 changed files with 41 additions and 2 deletions

View File

@ -4168,11 +4168,15 @@ static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *
hlsl_release_string_buffer(ctx, string);
}
if (!strcmp(name, "tex2Dlod"))
if (!strcmp(name, "tex2Dbias")
|| !strcmp(name, "tex2Dlod"))
{
struct hlsl_ir_node *lod, *c;
load_params.type = HLSL_RESOURCE_SAMPLE_LOD;
if (!strcmp(name, "tex2Dlod"))
load_params.type = HLSL_RESOURCE_SAMPLE_LOD;
else
load_params.type = HLSL_RESOURCE_SAMPLE_LOD_BIAS;
if (!(c = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(X, Y, Z, W), hlsl_sampler_dim_count(dim), params->args[1], loc)))
return false;
@ -4294,6 +4298,12 @@ static bool intrinsic_tex2D(struct hlsl_ctx *ctx,
return intrinsic_tex(ctx, params, loc, "tex2D", HLSL_SAMPLER_DIM_2D);
}
static bool intrinsic_tex2Dbias(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
return intrinsic_tex(ctx, params, loc, "tex2Dbias", HLSL_SAMPLER_DIM_2D);
}
static bool intrinsic_tex2Dlod(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
@ -4514,6 +4524,7 @@ intrinsic_functions[] =
{"tanh", 1, true, intrinsic_tanh},
{"tex1D", -1, false, intrinsic_tex1D},
{"tex2D", -1, false, intrinsic_tex2D},
{"tex2Dbias", 2, false, intrinsic_tex2Dbias},
{"tex2Dlod", 2, false, intrinsic_tex2Dlod},
{"tex2Dproj", 2, false, intrinsic_tex2Dproj},
{"tex3D", -1, false, intrinsic_tex3D},

View File

@ -42,3 +42,31 @@ probe all rgba (4.0, 0.0, 10.0, 0.0)
uniform 0 float4 8.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 10.0, 0.0)
[require]
shader model >= 3.0
options: backcompat
[pixel shader todo(sm<4) fail(sm>=6)]
sampler s;
float bias;
float4 main(float2 coord : texcoord) : sv_target
{
/* Choice of initial mipmap level is hardware-dependent, and in practice
* varies too much to be reasonably covered by ULPS. Quantize instead. */
return floor(tex2Dbias(s, float4(coord, 0, bias)) * 10);
}
[test]
uniform 0 float4 6.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (10.0, 0.0, 10.0, 0.0)
uniform 0 float4 7.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (4.0, 0.0, 10.0, 0.0)
uniform 0 float4 8.5 0.0 0.0 0.0
todo(sm<4 | glsl) draw quad
probe all rgba (0.0, 0.0, 10.0, 0.0)