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vkd3d-shader/hlsl: Lower int division.
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Notes:
Alexandre Julliard
2022-10-18 00:13:00 +02:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/28
@ -1284,6 +1284,110 @@ static bool lower_casts_to_bool(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr
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return true;
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}
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static struct hlsl_ir_load *add_conditional(struct hlsl_ctx *ctx, struct list *instrs,
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struct hlsl_ir_node *condition, struct hlsl_ir_node *if_true, struct hlsl_ir_node *if_false)
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{
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struct hlsl_ir_store *store;
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struct hlsl_ir_load *load;
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struct hlsl_ir_var *var;
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struct hlsl_ir_if *iff;
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assert(hlsl_types_are_equal(if_true->data_type, if_false->data_type));
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if (!(var = hlsl_new_synthetic_var(ctx, "conditional", if_true->data_type, &condition->loc)))
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return NULL;
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if (!(iff = hlsl_new_if(ctx, condition, condition->loc)))
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return NULL;
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list_add_tail(instrs, &iff->node.entry);
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if (!(store = hlsl_new_simple_store(ctx, var, if_true)))
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return NULL;
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list_add_tail(&iff->then_instrs.instrs, &store->node.entry);
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if (!(store = hlsl_new_simple_store(ctx, var, if_false)))
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return NULL;
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list_add_tail(&iff->else_instrs.instrs, &store->node.entry);
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if (!(load = hlsl_new_var_load(ctx, var, condition->loc)))
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return NULL;
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list_add_tail(instrs, &load->node.entry);
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return load;
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}
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static bool lower_int_division(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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{
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struct hlsl_ir_node *arg1, *arg2, *xor, *and, *abs1, *abs2, *div, *neg;
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struct hlsl_type *type = instr->data_type, *utype;
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struct hlsl_ir_expr *cast1, *cast2, *cast3;
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struct hlsl_ir_constant *high_bit;
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struct hlsl_ir_expr *expr;
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struct hlsl_ir_load *cond;
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unsigned int i;
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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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arg1 = expr->operands[0].node;
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arg2 = expr->operands[1].node;
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if (expr->op != HLSL_OP2_DIV)
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return false;
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if (type->type != HLSL_CLASS_SCALAR && type->type != HLSL_CLASS_VECTOR)
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return false;
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if (type->base_type != HLSL_TYPE_INT)
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return false;
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utype = hlsl_get_numeric_type(ctx, type->type, HLSL_TYPE_UINT, type->dimx, type->dimy);
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if (!(xor = hlsl_new_binary_expr(ctx, HLSL_OP2_BIT_XOR, arg1, arg2)))
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return false;
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list_add_before(&instr->entry, &xor->entry);
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if (!(high_bit = hlsl_new_constant(ctx, type, &instr->loc)))
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return false;
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for (i = 0; i < type->dimx; ++i)
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high_bit->value[i].u = 0x80000000;
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list_add_before(&instr->entry, &high_bit->node.entry);
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if (!(and = hlsl_new_binary_expr(ctx, HLSL_OP2_BIT_AND, xor, &high_bit->node)))
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return false;
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list_add_before(&instr->entry, &and->entry);
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if (!(abs1 = hlsl_new_unary_expr(ctx, HLSL_OP1_ABS, arg1, instr->loc)))
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return false;
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list_add_before(&instr->entry, &abs1->entry);
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if (!(cast1 = hlsl_new_cast(ctx, abs1, utype, &instr->loc)))
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return false;
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list_add_before(&instr->entry, &cast1->node.entry);
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if (!(abs2 = hlsl_new_unary_expr(ctx, HLSL_OP1_ABS, arg2, instr->loc)))
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return false;
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list_add_before(&instr->entry, &abs2->entry);
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if (!(cast2 = hlsl_new_cast(ctx, abs2, utype, &instr->loc)))
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return false;
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list_add_before(&instr->entry, &cast2->node.entry);
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if (!(div = hlsl_new_binary_expr(ctx, HLSL_OP2_DIV, &cast1->node, &cast2->node)))
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return false;
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list_add_before(&instr->entry, &div->entry);
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if (!(cast3 = hlsl_new_cast(ctx, div, type, &instr->loc)))
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return false;
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list_add_before(&instr->entry, &cast3->node.entry);
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if (!(neg = hlsl_new_unary_expr(ctx, HLSL_OP1_NEG, &cast3->node, instr->loc)))
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return false;
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list_add_before(&instr->entry, &neg->entry);
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if (!(cond = add_conditional(ctx, &instr->entry, and, neg, &cast3->node)))
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return false;
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hlsl_replace_node(instr, &cond->node);
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return true;
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}
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static bool lower_int_abs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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{
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struct hlsl_type *type = instr->data_type;
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@ -2297,6 +2401,7 @@ int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry
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transform_ir(ctx, lower_narrowing_casts, body, NULL);
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transform_ir(ctx, lower_casts_to_bool, body, NULL);
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transform_ir(ctx, lower_int_division, body, NULL);
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transform_ir(ctx, lower_int_abs, body, NULL);
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do
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{
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@ -10,7 +10,7 @@ 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 draw quad
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draw quad
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probe all rgba (21.0, -11.0, 80.0, 0.0)
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[pixel shader]
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