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vkd3d-shader/hlsl: Support non-constant vector indexing.
Non-constant vector indexing is not solved with relative addressing in the register indexes because this indexation cannot be at the level of register-components. Mathematical operations must be used instead.
This commit is contained in:
committed by
Alexandre Julliard
parent
6cfa8cf859
commit
ebf7573571
Notes:
Alexandre Julliard
2023-06-07 22:46:44 +02:00
Approved-by: Giovanni Mascellani (@giomasce) 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/207
@@ -25,7 +25,7 @@ todo draw quad
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todo probe all rgba (9.0, 10.0, 11.0, 12.0)
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[pixel shader todo]
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[pixel shader]
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uniform float i;
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float4 main() : SV_TARGET
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@@ -36,20 +36,20 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float 0
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todo draw quad
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todo probe all rgba (11.0, 11.0, 11.0, 11.0)
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draw quad
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probe all rgba (11.0, 11.0, 11.0, 11.0)
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uniform 0 float 1
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todo draw quad
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todo probe all rgba (12.0, 12.0, 12.0, 12.0)
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draw quad
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probe all rgba (12.0, 12.0, 12.0, 12.0)
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uniform 0 float 2
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todo draw quad
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todo probe all rgba (13.0, 13.0, 13.0, 13.0)
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draw quad
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probe all rgba (13.0, 13.0, 13.0, 13.0)
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uniform 0 float 3
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todo draw quad
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todo probe all rgba (14.0, 14.0, 14.0, 14.0)
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draw quad
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probe all rgba (14.0, 14.0, 14.0, 14.0)
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[pixel shader todo]
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[pixel shader]
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uniform float i;
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float4 main() : SV_TARGET
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@@ -61,17 +61,17 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float 0
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todo draw quad
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todo probe all rgba (21.0, 1.0, 24.0, 0.0)
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draw quad
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probe all rgba (21.0, 1.0, 24.0, 0.0)
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uniform 0 float 1
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todo draw quad
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todo probe all rgba (22.0, 0.0, 23.0, 1.0)
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draw quad
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probe all rgba (22.0, 0.0, 23.0, 1.0)
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uniform 0 float 2
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todo draw quad
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todo probe all rgba (23.0, 1.0, 22.0, 0.0)
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draw quad
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probe all rgba (23.0, 1.0, 22.0, 0.0)
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uniform 0 float 3
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todo draw quad
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todo probe all rgba (24.0, 0.0, 21.0, 1.0)
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draw quad
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probe all rgba (24.0, 0.0, 21.0, 1.0)
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[pixel shader todo]
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@@ -13,7 +13,7 @@ draw quad
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probe all rgba (8.0, 8.0, 8.0, 8.0)
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[pixel shader todo]
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[pixel shader]
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float4 a, b;
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float i;
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@@ -26,8 +26,8 @@ float4 main() : sv_target
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float4 5.0 6.0 7.0 8.0
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uniform 8 float 2
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todo draw quad
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todo probe all rgba (10.0, 10.0, 10.0, 10.0)
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draw quad
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probe all rgba (10.0, 10.0, 10.0, 10.0)
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[pixel shader]
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@@ -44,7 +44,7 @@ draw quad
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probe all rgba (3.0, 3.0, 3.0, 3.0)
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[pixel shader todo]
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[pixel shader]
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float4 a;
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float i;
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@@ -56,11 +56,11 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float 0
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todo draw quad
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todo probe all rgba (4.0, 4.0, 4.0, 4.0)
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draw quad
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probe all rgba (4.0, 4.0, 4.0, 4.0)
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uniform 4 float 2
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todo draw quad
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todo probe all rgba (1.0, 1.0, 1.0, 1.0)
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draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader]
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@@ -82,7 +82,7 @@ draw quad
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probe all rgba (4.0, 4.0, 4.0, 4.0)
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[pixel shader todo]
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[pixel shader]
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float4 a;
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float i;
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@@ -99,5 +99,5 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 1.0 2.0 3.0 4.0
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uniform 4 float 1
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todo draw quad
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todo probe all rgba (2.0, 2.0, 2.0, 2.0)
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draw quad
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probe all rgba (2.0, 2.0, 2.0, 2.0)
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@@ -108,7 +108,7 @@ draw quad
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probe all rgba (3.0, 4.0, 50.0, 60.0)
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[pixel shader todo]
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[pixel shader]
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uniform float i;
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float4 main() : sv_target
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@@ -120,8 +120,8 @@ float4 main() : sv_target
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[test]
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uniform 0 float 2
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todo draw quad
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todo probe all rgba (8, 9, 10, 11)
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draw quad
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probe all rgba (8, 9, 10, 11)
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[pixel shader todo]
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@@ -1,6 +1,6 @@
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% Use a uniform to prevent the compiler from optimizing.
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[pixel shader todo]
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[pixel shader]
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uniform float i;
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float4 main() : SV_TARGET
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{
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@@ -12,5 +12,5 @@ float4 main() : SV_TARGET
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[test]
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uniform 0 float 2
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todo draw quad
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draw quad
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probe all rgba (0.5, 0.3, 0.8, 0.2)
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