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vkd3d-shader/hlsl: Support vector indexing.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Francisco Casas <fcasas@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -592,13 +592,21 @@ static bool add_array_load(struct hlsl_ctx *ctx, struct list *instrs, struct hls
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if (expr_type->type == HLSL_CLASS_ARRAY)
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if (expr_type->type == HLSL_CLASS_ARRAY)
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{
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{
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data_type = expr_type->e.array.type;
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data_type = expr_type->e.array.type;
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if (!(c = hlsl_new_uint_constant(ctx, hlsl_type_get_array_element_reg_size(data_type), &loc)))
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return false;
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}
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}
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else if (expr_type->type == HLSL_CLASS_MATRIX || expr_type->type == HLSL_CLASS_VECTOR)
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else if (expr_type->type == HLSL_CLASS_MATRIX)
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{
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{
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/* This needs to be lowered now, while we still have type information. */
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/* This needs to be lowered now, while we still have type information. */
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FIXME("Index of matrix or vector type.\n");
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FIXME("Index of matrix type.\n");
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return false;
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return false;
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}
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}
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else if (expr_type->type == HLSL_CLASS_VECTOR)
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{
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data_type = hlsl_get_scalar_type(ctx, expr_type->base_type);
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if (!(c = hlsl_new_uint_constant(ctx, 1, &loc)))
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return false;
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}
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else
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else
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{
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{
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if (expr_type->type == HLSL_CLASS_SCALAR)
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if (expr_type->type == HLSL_CLASS_SCALAR)
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@ -608,8 +616,6 @@ static bool add_array_load(struct hlsl_ctx *ctx, struct list *instrs, struct hls
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return false;
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return false;
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}
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}
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if (!(c = hlsl_new_uint_constant(ctx, hlsl_type_get_array_element_reg_size(data_type), &loc)))
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return false;
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list_add_tail(instrs, &c->node.entry);
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list_add_tail(instrs, &c->node.entry);
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if (!(mul = hlsl_new_binary_expr(ctx, HLSL_OP2_MUL, index, &c->node)))
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if (!(mul = hlsl_new_binary_expr(ctx, HLSL_OP2_MUL, index, &c->node)))
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return false;
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return false;
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@ -10,7 +10,7 @@ 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 (0.02, 0.245, 0.351, 1.0)
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probe all rgba (0.02, 0.245, 0.351, 1.0)
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[pixel shader]
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[pixel shader]
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@ -23,5 +23,5 @@ float4 main() : SV_TARGET
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[test]
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 0 float4 1.0 2.0 3.0 4.0
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todo draw quad
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draw quad
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probe all rgba (1.0, 2.0, 2.0, 3.0)
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probe all rgba (1.0, 2.0, 2.0, 3.0)
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