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vkd3d-shader/hlsl: Parse matrix constructors.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2024,16 +2024,12 @@ static struct list *add_call(struct hlsl_ctx *ctx, const char *name,
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static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type,
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static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type,
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struct parse_initializer *params, struct vkd3d_shader_location loc)
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struct parse_initializer *params, struct vkd3d_shader_location loc)
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{
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{
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unsigned int i, writemask_offset = 0;
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struct hlsl_ir_store *store;
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static unsigned int counter;
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static unsigned int counter;
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struct hlsl_ir_load *load;
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struct hlsl_ir_load *load;
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struct hlsl_ir_var *var;
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struct hlsl_ir_var *var;
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unsigned int i, idx = 0;
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char name[23];
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char name[23];
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if (type->type == HLSL_CLASS_MATRIX)
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hlsl_fixme(ctx, &loc, "Matrix constructor.");
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sprintf(name, "<constructor-%x>", counter++);
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sprintf(name, "<constructor-%x>", counter++);
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if (!(var = hlsl_new_synthetic_var(ctx, name, type, loc)))
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if (!(var = hlsl_new_synthetic_var(ctx, name, type, loc)))
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return NULL;
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return NULL;
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@ -2041,7 +2037,6 @@ static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type
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for (i = 0; i < params->args_count; ++i)
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for (i = 0; i < params->args_count; ++i)
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{
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{
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struct hlsl_ir_node *arg = params->args[i];
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struct hlsl_ir_node *arg = params->args[i];
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unsigned int width;
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if (arg->data_type->type == HLSL_CLASS_OBJECT)
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if (arg->data_type->type == HLSL_CLASS_OBJECT)
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{
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{
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@ -2053,24 +2048,8 @@ static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type
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hlsl_release_string_buffer(ctx, string);
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hlsl_release_string_buffer(ctx, string);
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continue;
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continue;
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}
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}
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width = hlsl_type_component_count(arg->data_type);
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if (width > 4)
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initialize_var_components(ctx, params->instrs, var, &idx, arg, &loc);
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{
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FIXME("Constructor argument with %u components.\n", width);
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continue;
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}
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if (!(arg = add_implicit_conversion(ctx, params->instrs, arg,
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hlsl_get_vector_type(ctx, type->base_type, width), &arg->loc)))
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continue;
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if (!(store = hlsl_new_store(ctx, var, NULL, arg,
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((1u << width) - 1) << writemask_offset, arg->loc)))
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return NULL;
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list_add_tail(params->instrs, &store->node.entry);
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writemask_offset += width;
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}
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}
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if (!(load = hlsl_new_var_load(ctx, var, loc)))
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if (!(load = hlsl_new_var_load(ctx, var, loc)))
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@ -60,3 +60,19 @@ uniform 0 float4 1.0 2.0 3.0 0.0
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uniform 4 float4 5.0 6.0 7.0 0.0
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uniform 4 float4 5.0 6.0 7.0 0.0
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draw quad
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draw quad
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probe all rgba (1.0, 3.0, 6.0, 7.0)
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probe all rgba (1.0, 3.0, 6.0, 7.0)
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[pixel shader]
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float4 main() : SV_TARGET
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{
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float2x2 a = float2x2(11.0, 12.0, 13.0, 14.0);
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float4x4 m = float4x4(1.0, 2.0, 3.0, 4.0,
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float3(5.0, 6.0, 7.0), 8.0,
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9.0, 10.0,
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a,
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15.0, 16.0);
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return float4(m[0][0], m[1][0], m[1][2], m[2][3]);
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}
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[test]
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todo draw quad
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probe all rgba (1.0, 5.0, 7.0, 12.0)
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@ -29,5 +29,5 @@ float4 main() : sv_target
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}
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}
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[test]
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[test]
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todo draw quad
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draw quad
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probe all rgba (1.0, 2.0, 3.0, 5.0)
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probe all rgba (1.0, 2.0, 3.0, 5.0)
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@ -98,7 +98,7 @@ float4 main() : sv_target
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todo draw quad
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail todo]
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[pixel shader fail]
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float3x1 func()
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float3x1 func()
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{
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{
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return float1x3(0.4, 0.3, 0.2);
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return float1x3(0.4, 0.3, 0.2);
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@ -109,7 +109,7 @@ float4 main() : sv_target
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return float4(func(), 0.0);
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return float4(func(), 0.0);
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}
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}
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[pixel shader fail todo]
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[pixel shader fail]
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float1x3 func()
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float1x3 func()
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{
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{
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return float3x1(0.4, 0.3, 0.2);
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return float3x1(0.4, 0.3, 0.2);
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@ -191,7 +191,7 @@ float4 main() : sv_target
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todo draw quad
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail todo]
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[pixel shader fail]
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float3x1 func()
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float3x1 func()
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{
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{
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return float1x4(0.4, 0.3, 0.2, 0.1);
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return float1x4(0.4, 0.3, 0.2, 0.1);
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@ -217,7 +217,7 @@ float4 main() : sv_target
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todo draw quad
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todo draw quad
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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probe all rgba (0.4, 0.3, 0.2, 0.0)
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[pixel shader fail todo]
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[pixel shader fail]
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float1x3 func()
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float1x3 func()
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{
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{
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return float4x1(0.4, 0.3, 0.2, 0.1);
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return float4x1(0.4, 0.3, 0.2, 0.1);
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