vkd3d-shader/hlsl: Support expressions as register offsets.

This commit is contained in:
Victor Chiletto
2024-07-03 14:05:58 -03:00
parent d11c777092
commit e13eb64d4c
Notes: Henri Verbeet 2024-07-08 18:04:49 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/792
3 changed files with 101 additions and 21 deletions

View File

@@ -296,7 +296,7 @@ uniform 0 float 1.0
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
[pixel shader todo]
[pixel shader]
// Numeric expr, no offset in the identifier. DXC ignores this.
float a : register (c[1 + 1 * 2 * 0]);
@@ -308,11 +308,11 @@ float4 main() : sv_target
[test]
uniform 0 float 1.0
uniform 4 float 2.0
todo(glsl|sm<6) draw quad
todo(glsl) draw quad
if(sm<6) probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
if(sm>=6) probe (0, 0) rgba(1.0, 1.0, 1.0, 1.0)
[pixel shader todo]
[pixel shader]
// Numeric expr. DXC also ignores this.
float a : register (c0[1 + 1 * 2 * 0]);
@@ -324,11 +324,11 @@ float4 main() : sv_target
[test]
uniform 0 float 0.0
uniform 4 float 1.0
todo(glsl|sm<6) draw quad
todo(glsl) draw quad
if(sm<6) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm>=6) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader todo]
[pixel shader]
// Float offsets truncate.
float a : register (c0[0.6 + 0.6]);
@@ -340,11 +340,11 @@ float4 main() : sv_target
[test]
uniform 0 float 0.0
uniform 4 float 1.0
todo(glsl|sm<6) draw quad
todo(glsl) draw quad
if(sm<6) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm>=6) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader todo]
[pixel shader]
// Booleans are interpreted as integers in the usual way.
float a : register (c0[true + false * true]);
@@ -356,11 +356,11 @@ float4 main() : sv_target
[test]
uniform 0 float 0.0
uniform 4 float 1.0
todo(glsl|sm<6) draw quad
todo(glsl) draw quad
if(sm<6) probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
if(sm>=6) probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
[pixel shader fail(sm>=6) todo]
[pixel shader fail(sm>=6)]
// Negative offsets. DXC fails to compile this.
float a : register (c2[-1]);
@@ -371,7 +371,7 @@ float4 main() : sv_target
[test]
uniform 4 float 1.0
todo draw quad
todo(glsl) draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
% Weird FXC behavior.
@@ -484,7 +484,7 @@ size (2d, 1, 2)
[require]
shader model >= 4.0
[pixel shader todo]
[pixel shader]
Texture2D tex : register(t[1]);
sampler sam : register(s[1]);
@@ -494,6 +494,6 @@ float4 main() : sv_target
}
[test]
todo(sm<6) draw quad
todo(glsl) draw quad
if(sm<6) probe (0, 0) rgba(2.0, 2.0, 2.0, 2.0)
if(sm>=6) probe (0, 0) rgba(0.5, 0.5, 0.5, 0.5)

View File

@@ -30,7 +30,7 @@ todo(glsl) draw quad
probe (0, 0) rgba (1, 1, 1, 99)
% Bracket syntax for registers. Ignored in SM>=6.
[pixel shader todo]
[pixel shader]
Texture2D tex1 : register(t[1], space0);
float4 main() : sv_target
@@ -39,7 +39,7 @@ float4 main() : sv_target
}
[test]
todo(sm<6) draw quad
todo(glsl) draw quad
if(sm>=6) probe (0, 0) rgba (0, 0, 0, 99)
if(sm<6) probe (0, 0) rgba (1, 1, 1, 99)