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vkd3d-shader/hlsl: Support reflect() intrinsic.
Tests authored by Giovanni.
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parent
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commit
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Notes:
Alexandre Julliard
2023-02-20 22:44:51 +01:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/80
@ -130,6 +130,7 @@ vkd3d_shader_tests = \
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tests/preproc-invalid.shader_test \
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tests/preproc-macro.shader_test \
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tests/preproc-misc.shader_test \
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tests/reflect.shader_test \
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tests/return.shader_test \
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tests/round.shader_test \
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tests/sampler.shader_test \
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@ -2774,6 +2774,27 @@ static bool intrinsic_pow(struct hlsl_ctx *ctx,
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return true;
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}
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static bool intrinsic_reflect(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 *i = params->args[0], *n = params->args[1];
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struct hlsl_ir_node *dot, *mul_n, *two_dot, *neg;
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if (!(dot = add_binary_dot_expr(ctx, params->instrs, i, n, loc)))
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return false;
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if (!(two_dot = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, dot, dot, loc)))
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return false;
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if (!(mul_n = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, n, two_dot, loc)))
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return false;
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if (!(neg = add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_NEG, mul_n, loc)))
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return false;
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return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, i, neg, loc);
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}
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static bool intrinsic_round(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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@ -2982,6 +3003,7 @@ intrinsic_functions[] =
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{"mul", 2, true, intrinsic_mul},
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{"normalize", 1, true, intrinsic_normalize},
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{"pow", 2, true, intrinsic_pow},
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{"reflect", 2, true, intrinsic_reflect},
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{"round", 1, true, intrinsic_round},
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{"saturate", 1, true, intrinsic_saturate},
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{"sin", 1, true, intrinsic_sin},
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101
tests/reflect.shader_test
Normal file
101
tests/reflect.shader_test
Normal file
@ -0,0 +1,101 @@
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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return reflect(i, n);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.4 -0.3 1.0
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draw quad
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probe all rgba (-0.1, -0.5, 0.5, -0.7) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float i1 = i.x;
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return reflect(i1, n);
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}
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[test]
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uniform 0 float4 0.5 0.0 0.0 0.0
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uniform 4 float4 0.6 0.4 -0.3 1.0
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draw quad
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probe all rgba (-0.52, -0.18, 1.01, -1.2) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float n1 = n.x;
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return reflect(i, n1);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.2 0.3
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uniform 4 float4 0.6 0.0 0.0 0.0
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draw quad
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probe all rgba (-0.148, -0.748, -0.448, -0.348) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float i1 = i.x;
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float n1 = n.x;
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return reflect(i1, n1);
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}
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[test]
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uniform 0 float4 0.5 0.0 0.0 0.0
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uniform 4 float4 0.6 0.0 0.0 0.0
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draw quad
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probe all rgba (0.14, 0.14, 0.14, 0.14) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float2 i1 = i.xy;
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return float4(reflect(i1, n), 0.0, 0.0);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.0 0.0
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uniform 4 float4 0.6 0.4 -0.3 1.0
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draw quad
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probe all rgba (0.188, -0.308, 0.0, 0.0) 4
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[pixel shader]
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uniform float4 i;
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uniform float4 n;
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float4 main() : sv_target
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{
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float3 i1 = i.xyz;
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float2 n1 = n.xy;
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return float4(reflect(i1, n1), 0.0, 0.0);
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}
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[test]
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uniform 0 float4 0.5 -0.1 0.2 0.0
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uniform 4 float4 0.6 0.4 0.0 0.0
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draw quad
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probe all rgba (0.188, -0.308, 0.0, 0.0) 4
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