vkd3d-shader/hlsl: Implement cross() intrinsic function.

Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Francisco Casas 2021-11-19 18:33:53 +01:00 committed by Alexandre Julliard
parent 3dad54845e
commit ecf1180c35
3 changed files with 85 additions and 0 deletions

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@ -64,6 +64,7 @@ vkd3d_shader_tests = \
tests/hlsl-bool-cast.shader_test \
tests/hlsl-clamp.shader_test \
tests/hlsl-comma.shader_test \
tests/hlsl-cross.shader_test \
tests/hlsl-duplicate-modifiers.shader_test \
tests/hlsl-for.shader_test \
tests/hlsl-function-overload.shader_test \
@ -290,6 +291,7 @@ XFAIL_TESTS = \
tests/hlsl-array-dimension.shader_test \
tests/hlsl-bool-cast.shader_test \
tests/hlsl-comma.shader_test \
tests/hlsl-cross.shader_test \
tests/hlsl-duplicate-modifiers.shader_test \
tests/hlsl-for.shader_test \
tests/hlsl-function-overload.shader_test \

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@ -1586,6 +1586,60 @@ static bool intrinsic_clamp(struct hlsl_ctx *ctx,
return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MIN, &max->node, params->args[2], &loc);
}
static bool intrinsic_cross(struct hlsl_ctx *ctx,
const struct parse_initializer *params, struct vkd3d_shader_location loc)
{
struct hlsl_ir_swizzle *arg1_swzl1, *arg1_swzl2, *arg2_swzl1, *arg2_swzl2;
struct hlsl_ir_node *arg1 = params->args[0], *arg2 = params->args[1];
struct hlsl_ir_node *arg1_cast, *arg2_cast, *mul1_neg;
struct hlsl_ir_expr *mul1, *mul2;
struct hlsl_type *cast_type;
enum hlsl_base_type base;
if (arg1->data_type->base_type == HLSL_TYPE_HALF && arg2->data_type->base_type == HLSL_TYPE_HALF)
base = HLSL_TYPE_HALF;
else
base = HLSL_TYPE_FLOAT;
cast_type = hlsl_get_vector_type(ctx, base, 3);
if (!(arg1_cast = add_implicit_conversion(ctx, params->instrs, arg1, cast_type, &loc)))
return false;
if (!(arg2_cast = add_implicit_conversion(ctx, params->instrs, arg2, cast_type, &loc)))
return false;
if (!(arg1_swzl1 = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(Z, X, Y, Z), 3, arg1_cast, &loc)))
return false;
list_add_tail(params->instrs, &arg1_swzl1->node.entry);
if (!(arg2_swzl1 = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(Y, Z, X, Y), 3, arg2_cast, &loc)))
return false;
list_add_tail(params->instrs, &arg2_swzl1->node.entry);
if (!(mul1 = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL,
&arg1_swzl1->node, &arg2_swzl1->node, &loc)))
return false;
if (!(mul1_neg = hlsl_new_unary_expr(ctx, HLSL_OP1_NEG, &mul1->node, loc)))
return false;
list_add_tail(params->instrs, &mul1_neg->entry);
if (!(arg1_swzl2 = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(Y, Z, X, Y), 3, arg1_cast, &loc)))
return false;
list_add_tail(params->instrs, &arg1_swzl2->node.entry);
if (!(arg2_swzl2 = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(Z, X, Y, Z), 3, arg2_cast, &loc)))
return false;
list_add_tail(params->instrs, &arg2_swzl2->node.entry);
if (!(mul2 = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL,
&arg1_swzl2->node, &arg2_swzl2->node, &loc)))
return false;
return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, &mul2->node, mul1_neg, &loc);
}
static bool intrinsic_max(struct hlsl_ctx *ctx,
const struct parse_initializer *params, struct vkd3d_shader_location loc)
{
@ -1635,6 +1689,7 @@ intrinsic_functions[] =
/* Note: these entries should be kept in alphabetical order. */
{"abs", 1, true, intrinsic_abs},
{"clamp", 3, true, intrinsic_clamp},
{"cross", 2, true, intrinsic_cross},
{"max", 2, true, intrinsic_max},
{"pow", 2, true, intrinsic_pow},
{"round", 1, true, intrinsic_round},

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@ -0,0 +1,28 @@
[pixel shader]
float4 main(uniform float4 u, uniform float4 v) : sv_target
{
float4 res = float4(0, 0, 0, 0);
res.xyz = cross(u, v);
return res;
}
[test]
uniform 0 float4 1 -2 3 4
uniform 4 float4 10 100 1000 10000
draw quad
probe all rgba (-2300, -970, 120, 0)
[pixel shader]
float4 main(uniform float4 u) : sv_target
{
float4 res = float4(0, 0, 0, 3.5);
res.xyz = cross(u, 4);
return res;
}
[test]
uniform 0 float4 1 -2 3 4
draw quad
probe all rgba (-20, 8, 12, 3.5)