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>
This commit is contained in:
Giovanni Mascellani 2022-04-27 10:56:26 +02:00 committed by Alexandre Julliard
parent ff3ec5d4a5
commit cf7cf05cb7
4 changed files with 23 additions and 28 deletions

View File

@ -2024,16 +2024,12 @@ static struct list *add_call(struct hlsl_ctx *ctx, const char *name,
static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type, static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type,
struct parse_initializer *params, struct vkd3d_shader_location loc) struct parse_initializer *params, struct vkd3d_shader_location loc)
{ {
unsigned int i, writemask_offset = 0;
struct hlsl_ir_store *store;
static unsigned int counter; static unsigned int counter;
struct hlsl_ir_load *load; struct hlsl_ir_load *load;
struct hlsl_ir_var *var; struct hlsl_ir_var *var;
unsigned int i, idx = 0;
char name[23]; char name[23];
if (type->type == HLSL_CLASS_MATRIX)
hlsl_fixme(ctx, &loc, "Matrix constructor.");
sprintf(name, "<constructor-%x>", counter++); sprintf(name, "<constructor-%x>", counter++);
if (!(var = hlsl_new_synthetic_var(ctx, name, type, loc))) if (!(var = hlsl_new_synthetic_var(ctx, name, type, loc)))
return NULL; return NULL;
@ -2041,7 +2037,6 @@ static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type
for (i = 0; i < params->args_count; ++i) for (i = 0; i < params->args_count; ++i)
{ {
struct hlsl_ir_node *arg = params->args[i]; struct hlsl_ir_node *arg = params->args[i];
unsigned int width;
if (arg->data_type->type == HLSL_CLASS_OBJECT) if (arg->data_type->type == HLSL_CLASS_OBJECT)
{ {
@ -2053,24 +2048,8 @@ static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type
hlsl_release_string_buffer(ctx, string); hlsl_release_string_buffer(ctx, string);
continue; continue;
} }
width = hlsl_type_component_count(arg->data_type);
if (width > 4) initialize_var_components(ctx, params->instrs, var, &idx, arg, &loc);
{
FIXME("Constructor argument with %u components.\n", width);
continue;
}
if (!(arg = add_implicit_conversion(ctx, params->instrs, arg,
hlsl_get_vector_type(ctx, type->base_type, width), &arg->loc)))
continue;
if (!(store = hlsl_new_store(ctx, var, NULL, arg,
((1u << width) - 1) << writemask_offset, arg->loc)))
return NULL;
list_add_tail(params->instrs, &store->node.entry);
writemask_offset += width;
} }
if (!(load = hlsl_new_var_load(ctx, var, loc))) if (!(load = hlsl_new_var_load(ctx, var, loc)))

View File

@ -60,3 +60,19 @@ uniform 0 float4 1.0 2.0 3.0 0.0
uniform 4 float4 5.0 6.0 7.0 0.0 uniform 4 float4 5.0 6.0 7.0 0.0
draw quad draw quad
probe all rgba (1.0, 3.0, 6.0, 7.0) probe all rgba (1.0, 3.0, 6.0, 7.0)
[pixel shader]
float4 main() : SV_TARGET
{
float2x2 a = float2x2(11.0, 12.0, 13.0, 14.0);
float4x4 m = float4x4(1.0, 2.0, 3.0, 4.0,
float3(5.0, 6.0, 7.0), 8.0,
9.0, 10.0,
a,
15.0, 16.0);
return float4(m[0][0], m[1][0], m[1][2], m[2][3]);
}
[test]
todo draw quad
probe all rgba (1.0, 5.0, 7.0, 12.0)

View File

@ -29,5 +29,5 @@ float4 main() : sv_target
} }
[test] [test]
todo draw quad draw quad
probe all rgba (1.0, 2.0, 3.0, 5.0) probe all rgba (1.0, 2.0, 3.0, 5.0)

View File

@ -98,7 +98,7 @@ float4 main() : sv_target
todo draw quad todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0) probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail todo] [pixel shader fail]
float3x1 func() float3x1 func()
{ {
return float1x3(0.4, 0.3, 0.2); return float1x3(0.4, 0.3, 0.2);
@ -109,7 +109,7 @@ float4 main() : sv_target
return float4(func(), 0.0); return float4(func(), 0.0);
} }
[pixel shader fail todo] [pixel shader fail]
float1x3 func() float1x3 func()
{ {
return float3x1(0.4, 0.3, 0.2); return float3x1(0.4, 0.3, 0.2);
@ -191,7 +191,7 @@ float4 main() : sv_target
todo draw quad todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0) probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail todo] [pixel shader fail]
float3x1 func() float3x1 func()
{ {
return float1x4(0.4, 0.3, 0.2, 0.1); return float1x4(0.4, 0.3, 0.2, 0.1);
@ -217,7 +217,7 @@ float4 main() : sv_target
todo draw quad todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0) probe all rgba (0.4, 0.3, 0.2, 0.0)
[pixel shader fail todo] [pixel shader fail]
float1x3 func() float1x3 func()
{ {
return float4x1(0.4, 0.3, 0.2, 0.1); return float4x1(0.4, 0.3, 0.2, 0.1);