vkd3d-shader/hlsl: Implement constant folding of 'round' expressions.

This commit is contained in:
Henri Verbeet
2025-09-03 20:51:21 +02:00
parent 5a8a2bb15f
commit e569245e1f
Notes: Henri Verbeet 2025-09-09 15:10:32 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1716
2 changed files with 34 additions and 1 deletions

View File

@@ -521,6 +521,35 @@ static bool fold_reinterpret(struct hlsl_ctx *ctx, struct hlsl_constant_value *d
return true;
}
static bool fold_round(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst,
const struct hlsl_type *dst_type, const struct hlsl_ir_constant *src)
{
enum hlsl_base_type type = dst_type->e.numeric.type;
unsigned int k;
VKD3D_ASSERT(type == src->node.data_type->e.numeric.type);
for (k = 0; k < dst_type->e.numeric.dimx; ++k)
{
switch (type)
{
case HLSL_TYPE_FLOAT:
case HLSL_TYPE_HALF:
/* Somewhat unfortunately, constant folded round() rounds
* halfway cases towards positive infinity, as opposed to
* nearest even like vsir/TPF round_ne. */
dst->u[k].f = floorf(src->value.u[k].f + 0.5f);
break;
default:
FIXME("Fold 'round' for type %s.\n", debug_hlsl_type(ctx, dst_type));
return false;
}
}
return true;
}
static bool fold_rsq(struct hlsl_ctx *ctx, struct hlsl_constant_value *dst, const struct hlsl_type *dst_type,
const struct hlsl_ir_constant *src, const struct vkd3d_shader_location *loc)
{
@@ -1410,6 +1439,10 @@ bool hlsl_fold_constant_exprs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
success = fold_reinterpret(ctx, &res, instr->data_type, arg1);
break;
case HLSL_OP1_ROUND:
success = fold_round(ctx, &res, instr->data_type, arg1);
break;
case HLSL_OP1_RSQ:
success = fold_rsq(ctx, &res, instr->data_type, arg1, &instr->loc);
break;

View File

@@ -53,5 +53,5 @@ float4 main() : sv_target
[test]
draw quad
if(sm<6) todo(sm>=4) probe (0, 0) f32(-1.0, 0.0, 1.0, 2.0)
if(sm<6) probe (0, 0) f32(-1.0, 0.0, 1.0, 2.0)
if(sm>=6) probe (0, 0) f32(-2.0, -0.0, 0.0, 2.0)