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vkd3d-shader/hlsl: Implement tex2Dbias().
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56701 Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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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
@ -4168,11 +4168,15 @@ static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *
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hlsl_release_string_buffer(ctx, string);
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hlsl_release_string_buffer(ctx, string);
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}
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}
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if (!strcmp(name, "tex2Dlod"))
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if (!strcmp(name, "tex2Dbias")
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|| !strcmp(name, "tex2Dlod"))
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{
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{
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struct hlsl_ir_node *lod, *c;
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struct hlsl_ir_node *lod, *c;
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load_params.type = HLSL_RESOURCE_SAMPLE_LOD;
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if (!strcmp(name, "tex2Dlod"))
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load_params.type = HLSL_RESOURCE_SAMPLE_LOD;
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else
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load_params.type = HLSL_RESOURCE_SAMPLE_LOD_BIAS;
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if (!(c = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(X, Y, Z, W), hlsl_sampler_dim_count(dim), params->args[1], loc)))
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if (!(c = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(X, Y, Z, W), hlsl_sampler_dim_count(dim), params->args[1], loc)))
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return false;
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return false;
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@ -4294,6 +4298,12 @@ static bool intrinsic_tex2D(struct hlsl_ctx *ctx,
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return intrinsic_tex(ctx, params, loc, "tex2D", HLSL_SAMPLER_DIM_2D);
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return intrinsic_tex(ctx, params, loc, "tex2D", HLSL_SAMPLER_DIM_2D);
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}
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}
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static bool intrinsic_tex2Dbias(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 intrinsic_tex(ctx, params, loc, "tex2Dbias", HLSL_SAMPLER_DIM_2D);
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}
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static bool intrinsic_tex2Dlod(struct hlsl_ctx *ctx,
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static bool intrinsic_tex2Dlod(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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@ -4514,6 +4524,7 @@ intrinsic_functions[] =
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{"tanh", 1, true, intrinsic_tanh},
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{"tanh", 1, true, intrinsic_tanh},
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{"tex1D", -1, false, intrinsic_tex1D},
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{"tex1D", -1, false, intrinsic_tex1D},
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{"tex2D", -1, false, intrinsic_tex2D},
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{"tex2D", -1, false, intrinsic_tex2D},
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{"tex2Dbias", 2, false, intrinsic_tex2Dbias},
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{"tex2Dlod", 2, false, intrinsic_tex2Dlod},
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{"tex2Dlod", 2, false, intrinsic_tex2Dlod},
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{"tex2Dproj", 2, false, intrinsic_tex2Dproj},
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{"tex2Dproj", 2, false, intrinsic_tex2Dproj},
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{"tex3D", -1, false, intrinsic_tex3D},
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{"tex3D", -1, false, intrinsic_tex3D},
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@ -42,3 +42,31 @@ probe all rgba (4.0, 0.0, 10.0, 0.0)
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uniform 0 float4 8.5 0.0 0.0 0.0
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uniform 0 float4 8.5 0.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 10.0, 0.0)
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probe all rgba (0.0, 0.0, 10.0, 0.0)
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[require]
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shader model >= 3.0
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options: backcompat
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[pixel shader todo(sm<4) fail(sm>=6)]
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sampler s;
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float bias;
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float4 main(float2 coord : texcoord) : sv_target
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{
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/* Choice of initial mipmap level is hardware-dependent, and in practice
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* varies too much to be reasonably covered by ULPS. Quantize instead. */
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return floor(tex2Dbias(s, float4(coord, 0, bias)) * 10);
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}
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[test]
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uniform 0 float4 6.5 0.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (10.0, 0.0, 10.0, 0.0)
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uniform 0 float4 7.5 0.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (4.0, 0.0, 10.0, 0.0)
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uniform 0 float4 8.5 0.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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probe all rgba (0.0, 0.0, 10.0, 0.0)
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