vkd3d-shader/hlsl: Implement SM1 comparison operators.

This commit is contained in:
Francisco Casas 2024-02-26 15:41:12 -03:00 committed by Alexandre Julliard
parent 7b883eef53
commit e9a4758648
Notes: Alexandre Julliard 2024-03-14 23:24:02 +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/706
2 changed files with 127 additions and 5 deletions

View File

@ -3020,6 +3020,127 @@ static bool lower_ternary(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, stru
return true;
}
static bool lower_comparison_operators(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
struct hlsl_block *block)
{
struct hlsl_ir_node *arg1, *arg1_cast, *arg2, *arg2_cast, *slt, *res, *ret;
struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS];
struct hlsl_type *float_type;
struct hlsl_ir_expr *expr;
bool negate = false;
if (instr->type != HLSL_IR_EXPR)
return false;
expr = hlsl_ir_expr(instr);
if (expr->op != HLSL_OP2_EQUAL && expr->op != HLSL_OP2_NEQUAL && expr->op != HLSL_OP2_LESS
&& expr->op != HLSL_OP2_GEQUAL)
return false;
arg1 = expr->operands[0].node;
arg2 = expr->operands[1].node;
float_type = hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, instr->data_type->dimx);
if (!(arg1_cast = hlsl_new_cast(ctx, arg1, float_type, &instr->loc)))
return false;
hlsl_block_add_instr(block, arg1_cast);
if (!(arg2_cast = hlsl_new_cast(ctx, arg2, float_type, &instr->loc)))
return false;
hlsl_block_add_instr(block, arg2_cast);
switch (expr->op)
{
case HLSL_OP2_EQUAL:
case HLSL_OP2_NEQUAL:
{
struct hlsl_ir_node *neg, *sub, *abs, *abs_neg;
if (!(neg = hlsl_new_unary_expr(ctx, HLSL_OP1_NEG, arg2_cast, &instr->loc)))
return false;
hlsl_block_add_instr(block, neg);
if (!(sub = hlsl_new_binary_expr(ctx, HLSL_OP2_ADD, arg1_cast, neg)))
return false;
hlsl_block_add_instr(block, sub);
if (ctx->profile->major_version >= 3)
{
if (!(abs = hlsl_new_unary_expr(ctx, HLSL_OP1_ABS, sub, &instr->loc)))
return false;
hlsl_block_add_instr(block, abs);
}
else
{
/* Use MUL as a precarious ABS. */
if (!(abs = hlsl_new_binary_expr(ctx, HLSL_OP2_MUL, sub, sub)))
return false;
hlsl_block_add_instr(block, abs);
}
if (!(abs_neg = hlsl_new_unary_expr(ctx, HLSL_OP1_NEG, abs, &instr->loc)))
return false;
hlsl_block_add_instr(block, abs_neg);
if (!(slt = hlsl_new_binary_expr(ctx, HLSL_OP2_SLT, abs_neg, abs)))
return false;
hlsl_block_add_instr(block, slt);
negate = (expr->op == HLSL_OP2_EQUAL);
break;
}
case HLSL_OP2_GEQUAL:
case HLSL_OP2_LESS:
{
if (!(slt = hlsl_new_binary_expr(ctx, HLSL_OP2_SLT, arg1_cast, arg2_cast)))
return false;
hlsl_block_add_instr(block, slt);
negate = (expr->op == HLSL_OP2_GEQUAL);
break;
}
default:
vkd3d_unreachable();
}
if (negate)
{
struct hlsl_constant_value one_value;
struct hlsl_ir_node *one, *slt_neg;
one_value.u[0].f = 1.0;
one_value.u[1].f = 1.0;
one_value.u[2].f = 1.0;
one_value.u[3].f = 1.0;
if (!(one = hlsl_new_constant(ctx, float_type, &one_value, &instr->loc)))
return false;
hlsl_block_add_instr(block, one);
if (!(slt_neg = hlsl_new_unary_expr(ctx, HLSL_OP1_NEG, slt, &instr->loc)))
return false;
hlsl_block_add_instr(block, slt_neg);
if (!(res = hlsl_new_binary_expr(ctx, HLSL_OP2_ADD, one, slt_neg)))
return false;
hlsl_block_add_instr(block, res);
}
else
{
res = slt;
}
/* We need a REINTERPRET so that the HLSL IR code is valid. SLT and its arguments must be FLOAT,
* and casts to BOOL have already been lowered to "!= 0". */
memset(operands, 0, sizeof(operands));
operands[0] = res;
if (!(ret = hlsl_new_expr(ctx, HLSL_OP1_REINTERPRET, operands, instr->data_type, &instr->loc)))
return false;
hlsl_block_add_instr(block, ret);
return true;
}
static bool lower_casts_to_bool(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block)
{
struct hlsl_type *type = instr->data_type, *arg_type;
@ -5209,6 +5330,7 @@ int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry
lower_ir(ctx, lower_round, body);
lower_ir(ctx, lower_ceil, body);
lower_ir(ctx, lower_floor, body);
lower_ir(ctx, lower_comparison_operators, body);
}
if (profile->major_version < 2)

View File

@ -15,7 +15,7 @@ float4 main(in float4 res : COLOR1) : sv_target
% Check that -0.0f is not less than 0.0f
[vertex shader todo(sm<4)]
[vertex shader]
float a;
void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
@ -28,11 +28,11 @@ void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos
[test]
if(sm<4) uniform 0 float 0.0
if(sm>=4) uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4) draw quad
draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
[vertex shader todo(sm<4)]
[vertex shader]
int a, b;
void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
@ -49,12 +49,12 @@ void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos
if(sm<4) uniform 0 float 3
if(sm<4) uniform 4 float 4
if(sm>=4) uniform 0 int4 3 4 0 0
todo(sm<4) draw quad
draw quad
probe all rgba (0.0, 1.0, 0.0, 1.0)
if(sm<4) uniform 0 float -2
if(sm<4) uniform 4 float -2
if(sm>=4) uniform 0 int4 -2 -2 0 0
todo(sm<4) draw quad
draw quad
probe all rgba (1.0, 0.0, 0.0, 1.0)