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vkd3d-shader/hlsl: Implement the mad() intrinsic.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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parent
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commit
de6abd964e
Notes:
Henri Verbeet
2024-09-10 21:56:01 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1036
@ -4152,6 +4152,20 @@ static bool intrinsic_log2(struct hlsl_ctx *ctx,
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return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_LOG2, arg, loc);
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}
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static bool intrinsic_mad(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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struct hlsl_ir_node *args[HLSL_MAX_OPERANDS] = {0};
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if (!elementwise_intrinsic_convert_args(ctx, params, loc))
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return false;
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args[0] = params->args[0];
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args[1] = params->args[1];
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args[2] = params->args[2];
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return add_expr(ctx, params->instrs, HLSL_OP3_MAD, args, args[0]->data_type, loc);
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}
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static bool intrinsic_max(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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@ -5053,6 +5067,7 @@ intrinsic_functions[] =
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{"log", 1, true, intrinsic_log},
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{"log10", 1, true, intrinsic_log10},
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{"log2", 1, true, intrinsic_log2},
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{"mad", 3, true, intrinsic_mad},
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{"max", 2, true, intrinsic_max},
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{"min", 2, true, intrinsic_min},
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{"mul", 2, true, intrinsic_mul},
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@ -5580,6 +5580,23 @@ static void write_sm4_expr(const struct tpf_writer *tpf, const struct hlsl_ir_ex
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write_sm4_ternary_op(tpf, VKD3D_SM4_OP_MOVC, &expr->node, arg1, arg2, arg3);
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break;
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case HLSL_OP3_MAD:
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switch (dst_type->e.numeric.type)
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{
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case HLSL_TYPE_FLOAT:
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write_sm4_ternary_op(tpf, VKD3D_SM4_OP_MAD, &expr->node, arg1, arg2, arg3);
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break;
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case HLSL_TYPE_INT:
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case HLSL_TYPE_UINT:
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write_sm4_ternary_op(tpf, VKD3D_SM4_OP_IMAD, &expr->node, arg1, arg2, arg3);
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break;
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default:
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hlsl_fixme(tpf->ctx, &expr->node.loc, "SM4 %s negation expression.", dst_type_string->buffer);
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}
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break;
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default:
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hlsl_fixme(tpf->ctx, &expr->node.loc, "SM4 %s expression.", debug_hlsl_expr_op(expr->op));
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}
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@ -91,7 +91,7 @@ uniform 0 float4 1.0 0.0 0.0 0.0
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todo(glsl) draw quad
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probe (0, 0) rgba (1e99, 1e99, 1e99, 1e99)
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[pixel shader todo]
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[pixel shader]
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uniform float4 a, b, c;
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float4 main() : sv_target
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@ -103,11 +103,11 @@ float4 main() : sv_target
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uniform 0 float4 1.00000007 -42.1 4.0 45.0
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uniform 4 float4 1.625 -5.0 4.125 5.0
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uniform 8 float4 1.00000007 -1.0 0.5 -0.5
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todo(sm<6) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (2.62500024, 209.5, 17.0, 224.5) 1
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% precise mad() is not allowed to fuse, even though unfused is less precise.
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[pixel shader todo]
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[pixel shader]
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uniform float4 a, b, c;
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float4 main() : sv_target
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@ -120,8 +120,8 @@ float4 main() : sv_target
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uniform 0 float4 1.00000007 -42.1 4.0 45.0
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uniform 4 float4 1.625 -5.0 4.125 5.0
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uniform 8 float4 1.00000007 -1.0 0.5 -0.5
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todo(sm<6) draw quad
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probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5)
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todo(glsl) draw quad
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probe (0, 0) rgba (2.62500048, 209.5, 17.0, 224.5) 1
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[require]
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shader model >= 5.0
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