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vkd3d-shader/hlsl: Support LOGIC_NOT for SM1.
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Notes:
Alexandre Julliard
2024-03-27 23:07:31 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/724
@ -2902,6 +2902,52 @@ static bool lower_floor(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct
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return true;
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}
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static bool lower_logic_not(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 *operands[HLSL_MAX_OPERANDS];
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struct hlsl_ir_node *arg, *arg_cast, *neg, *one, *sub, *res;
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struct hlsl_constant_value one_value;
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struct hlsl_type *float_type;
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struct hlsl_ir_expr *expr;
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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_OP1_LOGIC_NOT)
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return false;
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arg = expr->operands[0].node;
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float_type = hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, arg->data_type->dimx);
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if (!(arg_cast = hlsl_new_cast(ctx, arg, float_type, &arg->loc)))
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return false;
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hlsl_block_add_instr(block, arg_cast);
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if (!(neg = hlsl_new_unary_expr(ctx, HLSL_OP1_NEG, arg_cast, &instr->loc)))
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return false;
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hlsl_block_add_instr(block, 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 (!(sub = hlsl_new_binary_expr(ctx, HLSL_OP2_ADD, one, neg)))
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return false;
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hlsl_block_add_instr(block, sub);
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memset(operands, 0, sizeof(operands));
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operands[0] = sub;
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if (!(res = 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, res);
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return true;
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}
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/* Use movc/cmp for the ternary operator. */
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static bool lower_ternary(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct hlsl_block *block)
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{
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@ -5417,6 +5463,7 @@ int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry
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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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lower_ir(ctx, lower_logic_not, body);
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if (ctx->profile->type == VKD3D_SHADER_TYPE_PIXEL)
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lower_ir(ctx, lower_slt, body);
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else
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