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vkd3d-shader/hlsl: Lower integer modulus for d3dbc target profiles.
This commit is contained in:
committed by
Henri Verbeet
parent
828afe188c
commit
ea99d2c2cd
Notes:
Henri Verbeet
2025-03-18 16:03:46 +01:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1427
@@ -3587,6 +3587,45 @@ static bool lower_trunc(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct
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return true;
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}
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/* Lower modulus using:
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*
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* mod(x, y) = x - trunc(x / y) * y;
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*
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*/
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static bool lower_int_modulus_sm1(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block)
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{
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struct hlsl_ir_node *div, *trunc, *mul, *neg, *operands[2], *ret;
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struct hlsl_type *float_type;
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struct hlsl_ir_expr *expr;
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bool is_float;
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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_MOD)
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return false;
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is_float = instr->data_type->e.numeric.type == HLSL_TYPE_FLOAT
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|| instr->data_type->e.numeric.type == HLSL_TYPE_HALF;
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if (is_float)
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return false;
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float_type = hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, instr->data_type->e.numeric.dimx);
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for (unsigned int i = 0; i < 2; ++i)
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{
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operands[i] = hlsl_block_add_cast(ctx, block, expr->operands[i].node, float_type, &instr->loc);
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}
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div = hlsl_block_add_binary_expr(ctx, block, HLSL_OP2_DIV, operands[0], operands[1]);
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trunc = hlsl_block_add_unary_expr(ctx, block, HLSL_OP1_TRUNC, div, &instr->loc);
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mul = hlsl_block_add_binary_expr(ctx, block, HLSL_OP2_MUL, trunc, operands[1]);
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neg = hlsl_block_add_unary_expr(ctx, block, HLSL_OP1_NEG, mul, &instr->loc);
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ret = hlsl_block_add_binary_expr(ctx, block, HLSL_OP2_ADD, operands[0], neg);
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hlsl_block_add_cast(ctx, block, ret, instr->data_type, &instr->loc);
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return true;
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}
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/* Lower DIV to RCP + MUL. */
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static bool lower_division(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block)
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{
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@@ -12698,6 +12737,7 @@ static void process_entry_function(struct hlsl_ctx *ctx,
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while (lower_ir(ctx, lower_nonconstant_array_loads, body));
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lower_ir(ctx, lower_ternary, body);
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lower_ir(ctx, lower_int_modulus_sm1, body);
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lower_ir(ctx, lower_division, body);
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/* Constants casted to float must be folded, and new casts to bool also need to be lowered. */
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hlsl_transform_ir(ctx, hlsl_fold_constant_exprs, body, NULL);
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@@ -13,7 +13,7 @@ uniform 0 float4 5.0 16.0 0.0 0.0
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todo(glsl | msl) draw quad
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probe (0, 0) rgba (21.0, -11.0, 80.0, 0.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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@@ -25,7 +25,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 5.0 16.0 0.0 0.0
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todo(sm<4 | glsl | msl) draw quad
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todo(glsl | msl) draw quad
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probe (0, 0) rgba (5.0, 5.0, -5.0, 3.0)
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[pixel shader]
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@@ -43,7 +43,7 @@ uniform 0 float4 42.0 5.0 0.0 0.0
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todo(glsl | msl) draw quad
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probe (0, 0) rgba (8.0, -8.0, -8.0, 8.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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@@ -55,7 +55,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 42.0 5.0 0.0 0.0
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todo(sm<4 | glsl | msl) draw quad
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todo(glsl | msl) draw quad
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probe (0, 0) rgba (2.0, -2.0, 2.0, -2.0)
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[pixel shader]
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@@ -73,7 +73,7 @@ uniform 0 float4 45.0 5.0 0.0 0.0
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todo(glsl | msl) draw quad
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probe (0, 0) rgba (9.0, -9.0, -9.0, 9.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float2 a;
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float4 main() : SV_TARGET
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@@ -85,7 +85,7 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float4 45.0 5.0 0.0 0.0
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todo(sm<4 | glsl | msl) draw quad
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todo(glsl | msl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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[pixel shader]
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@@ -101,7 +101,7 @@ uniform 0 float4 5.0 -7.0 0.0 -10.0
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todo(msl) draw quad
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probe (0, 0) rgba (5.0, 7.0, 0.0, 10.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 a;
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uniform float4 b;
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@@ -117,10 +117,10 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 45.0 5.0 50.0 10.0
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uniform 4 float4 3.0 8.0 2.0 5.0
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todo(sm<4 | glsl | msl) draw quad
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todo(glsl | msl) draw quad
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probe (0, 0) rgba (9.0, 5.0, 1.0, 3.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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float f;
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float4 main() : sv_target
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@@ -133,7 +133,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float 10.0
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todo(sm<4 | glsl | msl) draw quad
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todo(glsl | msl) draw quad
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if(sm<4) probe (0, 0) rgba(6, 6, -6, -6)
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if(sm>=4) probe (0, 0) rgba(7, 7, -7, -7)
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