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vkd3d-shader/hlsl: Implement SM1 comparison operators.
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commit
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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
@ -3020,6 +3020,127 @@ static bool lower_ternary(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, stru
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return true;
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}
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static bool lower_comparison_operators(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
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struct hlsl_block *block)
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{
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struct hlsl_ir_node *arg1, *arg1_cast, *arg2, *arg2_cast, *slt, *res, *ret;
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struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS];
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struct hlsl_type *float_type;
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struct hlsl_ir_expr *expr;
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bool negate = false;
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if (instr->type != HLSL_IR_EXPR)
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return false;
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expr = hlsl_ir_expr(instr);
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if (expr->op != HLSL_OP2_EQUAL && expr->op != HLSL_OP2_NEQUAL && expr->op != HLSL_OP2_LESS
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&& expr->op != HLSL_OP2_GEQUAL)
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return false;
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arg1 = expr->operands[0].node;
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arg2 = expr->operands[1].node;
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float_type = hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, instr->data_type->dimx);
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if (!(arg1_cast = hlsl_new_cast(ctx, arg1, float_type, &instr->loc)))
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return false;
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hlsl_block_add_instr(block, arg1_cast);
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if (!(arg2_cast = hlsl_new_cast(ctx, arg2, float_type, &instr->loc)))
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return false;
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hlsl_block_add_instr(block, arg2_cast);
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switch (expr->op)
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{
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case HLSL_OP2_EQUAL:
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case HLSL_OP2_NEQUAL:
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{
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struct hlsl_ir_node *neg, *sub, *abs, *abs_neg;
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if (!(neg = hlsl_new_unary_expr(ctx, HLSL_OP1_NEG, arg2_cast, &instr->loc)))
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return false;
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hlsl_block_add_instr(block, neg);
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if (!(sub = hlsl_new_binary_expr(ctx, HLSL_OP2_ADD, arg1_cast, neg)))
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return false;
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hlsl_block_add_instr(block, sub);
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if (ctx->profile->major_version >= 3)
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{
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if (!(abs = hlsl_new_unary_expr(ctx, HLSL_OP1_ABS, sub, &instr->loc)))
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return false;
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hlsl_block_add_instr(block, abs);
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}
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else
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{
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/* Use MUL as a precarious ABS. */
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if (!(abs = hlsl_new_binary_expr(ctx, HLSL_OP2_MUL, sub, sub)))
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return false;
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hlsl_block_add_instr(block, abs);
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}
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if (!(abs_neg = hlsl_new_unary_expr(ctx, HLSL_OP1_NEG, abs, &instr->loc)))
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return false;
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hlsl_block_add_instr(block, abs_neg);
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if (!(slt = hlsl_new_binary_expr(ctx, HLSL_OP2_SLT, abs_neg, abs)))
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return false;
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hlsl_block_add_instr(block, slt);
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negate = (expr->op == HLSL_OP2_EQUAL);
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break;
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}
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case HLSL_OP2_GEQUAL:
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case HLSL_OP2_LESS:
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{
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if (!(slt = hlsl_new_binary_expr(ctx, HLSL_OP2_SLT, arg1_cast, arg2_cast)))
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return false;
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hlsl_block_add_instr(block, slt);
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negate = (expr->op == HLSL_OP2_GEQUAL);
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break;
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}
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default:
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vkd3d_unreachable();
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}
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if (negate)
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{
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struct hlsl_constant_value one_value;
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struct hlsl_ir_node *one, *slt_neg;
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one_value.u[0].f = 1.0;
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one_value.u[1].f = 1.0;
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one_value.u[2].f = 1.0;
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one_value.u[3].f = 1.0;
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if (!(one = hlsl_new_constant(ctx, float_type, &one_value, &instr->loc)))
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return false;
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hlsl_block_add_instr(block, one);
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if (!(slt_neg = hlsl_new_unary_expr(ctx, HLSL_OP1_NEG, slt, &instr->loc)))
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return false;
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hlsl_block_add_instr(block, slt_neg);
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if (!(res = hlsl_new_binary_expr(ctx, HLSL_OP2_ADD, one, slt_neg)))
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return false;
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hlsl_block_add_instr(block, res);
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}
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else
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{
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res = slt;
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}
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/* We need a REINTERPRET so that the HLSL IR code is valid. SLT and its arguments must be FLOAT,
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* and casts to BOOL have already been lowered to "!= 0". */
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memset(operands, 0, sizeof(operands));
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operands[0] = res;
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if (!(ret = hlsl_new_expr(ctx, HLSL_OP1_REINTERPRET, operands, instr->data_type, &instr->loc)))
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return false;
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hlsl_block_add_instr(block, ret);
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return true;
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}
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static bool lower_casts_to_bool(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block)
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{
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struct hlsl_type *type = instr->data_type, *arg_type;
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@ -5209,6 +5330,7 @@ int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry
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lower_ir(ctx, lower_round, body);
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lower_ir(ctx, lower_ceil, body);
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lower_ir(ctx, lower_floor, body);
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lower_ir(ctx, lower_comparison_operators, body);
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}
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if (profile->major_version < 2)
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@ -15,7 +15,7 @@ float4 main(in float4 res : COLOR1) : sv_target
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% Check that -0.0f is not less than 0.0f
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[vertex shader todo(sm<4)]
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[vertex shader]
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float a;
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void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
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@ -28,11 +28,11 @@ void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos
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[test]
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if(sm<4) uniform 0 float 0.0
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if(sm>=4) uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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draw quad
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probe all rgba (0.0, 0.0, 0.0, 0.0)
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[vertex shader todo(sm<4)]
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[vertex shader]
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int a, b;
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void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
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@ -49,12 +49,12 @@ void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos
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if(sm<4) uniform 0 float 3
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if(sm<4) uniform 4 float 4
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if(sm>=4) uniform 0 int4 3 4 0 0
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todo(sm<4) draw quad
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draw quad
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probe all rgba (0.0, 1.0, 0.0, 1.0)
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if(sm<4) uniform 0 float -2
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if(sm<4) uniform 4 float -2
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if(sm>=4) uniform 0 int4 -2 -2 0 0
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todo(sm<4) draw quad
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draw quad
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probe all rgba (1.0, 0.0, 0.0, 1.0)
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