From: Giovanni Mascellani Subject: [PATCH vkd3d 1/5] vkd3d-shader/hlsl: Write SM4 casts from bool. Message-Id: <20220629145555.871548-1-gmascellani@codeweavers.com> Date: Wed, 29 Jun 2022 16:55:51 +0200 Signed-off-by: Giovanni Mascellani --- libs/vkd3d-shader/hlsl_sm4.c | 44 ++++++++++++++++++++++++++++-- tests/cast-to-float.shader_test | 2 +- tests/cast-to-int.shader_test | 4 +-- tests/cast-to-uint.shader_test | 4 +-- tests/hlsl-bool-cast.shader_test | 18 ++++++++++++ tests/logic-operations.shader_test | 6 ++-- 6 files changed, 67 insertions(+), 11 deletions(-) diff --git a/libs/vkd3d-shader/hlsl_sm4.c b/libs/vkd3d-shader/hlsl_sm4.c index 79027169..23678498 100644 --- a/libs/vkd3d-shader/hlsl_sm4.c +++ b/libs/vkd3d-shader/hlsl_sm4.c @@ -1459,6 +1459,44 @@ static bool type_is_float(const struct hlsl_type *type) return type->base_type == HLSL_TYPE_FLOAT || type->base_type == HLSL_TYPE_HALF; } +static void write_sm4_cast_from_bool(struct hlsl_ctx *ctx, + struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_expr *expr, + const struct hlsl_ir_node *arg) +{ + struct sm4_instruction instr; + uint32_t c; + + switch (expr->node.data_type->base_type) + { + case HLSL_TYPE_FLOAT: + c = 0x3f800000; + break; + + case HLSL_TYPE_INT: + case HLSL_TYPE_UINT: + c = 1; + break; + + default: + assert(0); + } + + memset(&instr, 0, sizeof(instr)); + instr.opcode = VKD3D_SM4_OP_AND; + + sm4_dst_from_node(&instr.dsts[0], &expr->node); + instr.dst_count = 1; + + sm4_src_from_node(&instr.srcs[0], arg, instr.dsts[0].writemask); + instr.srcs[1].swizzle_type = VKD3D_SM4_SWIZZLE_NONE; + instr.srcs[1].reg.type = VKD3D_SM4_RT_IMMCONST; + instr.srcs[1].reg.dim = VKD3D_SM4_DIMENSION_SCALAR; + instr.srcs[1].reg.immconst_uint[0] = c; + instr.src_count = 2; + + write_sm4_instruction(buffer, &instr); +} + static void write_sm4_cast(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_expr *expr) { @@ -1488,7 +1526,7 @@ static void write_sm4_cast(struct hlsl_ctx *ctx, break; case HLSL_TYPE_BOOL: - hlsl_fixme(ctx, &expr->node.loc, "SM4 cast from bool to float."); + write_sm4_cast_from_bool(ctx, buffer, expr, arg1); break; case HLSL_TYPE_DOUBLE: @@ -1514,7 +1552,7 @@ static void write_sm4_cast(struct hlsl_ctx *ctx, break; case HLSL_TYPE_BOOL: - hlsl_fixme(ctx, &expr->node.loc, "SM4 cast from bool to int."); + write_sm4_cast_from_bool(ctx, buffer, expr, arg1); break; case HLSL_TYPE_DOUBLE: @@ -1540,7 +1578,7 @@ static void write_sm4_cast(struct hlsl_ctx *ctx, break; case HLSL_TYPE_BOOL: - hlsl_fixme(ctx, &expr->node.loc, "SM4 cast from bool to uint."); + write_sm4_cast_from_bool(ctx, buffer, expr, arg1); break; case HLSL_TYPE_DOUBLE: diff --git a/tests/cast-to-float.shader_test b/tests/cast-to-float.shader_test index 1844b1f3..f0910020 100644 --- a/tests/cast-to-float.shader_test +++ b/tests/cast-to-float.shader_test @@ -12,7 +12,7 @@ uniform 0 int -1 uniform 1 uint 3 uniform 2 int -2 uniform 3 float 0.5 -todo draw quad +draw quad probe all rgba (0.5, 0.5, 0.5, 0.5) [pixel shader] diff --git a/tests/cast-to-int.shader_test b/tests/cast-to-int.shader_test index ce42827b..4c5d0e2f 100644 --- a/tests/cast-to-int.shader_test +++ b/tests/cast-to-int.shader_test @@ -19,8 +19,8 @@ uniform 0 float 2.6 uniform 1 int -2 uniform 2 int -2 uniform 3 float -3.6 -todo draw quad -probe all rgba (0.5, 0.5, 0.5, 0.5) +draw quad +todo probe all rgba (0.5, 0.5, 0.5, 0.5) [pixel shader] diff --git a/tests/cast-to-uint.shader_test b/tests/cast-to-uint.shader_test index 8b7964ff..66f7267e 100644 --- a/tests/cast-to-uint.shader_test +++ b/tests/cast-to-uint.shader_test @@ -19,8 +19,8 @@ uniform 0 float 2.6 uniform 1 int 2 uniform 2 int -2 uniform 3 float -3.6 -todo draw quad -probe all rgba (0.5, 0.5, 0.5, 0.5) +draw quad +todo probe all rgba (0.5, 0.5, 0.5, 0.5) [pixel shader] diff --git a/tests/hlsl-bool-cast.shader_test b/tests/hlsl-bool-cast.shader_test index 8880b2f5..397cbcc0 100644 --- a/tests/hlsl-bool-cast.shader_test +++ b/tests/hlsl-bool-cast.shader_test @@ -12,3 +12,21 @@ float4 main() : SV_TARGET [test] draw quad probe all rgba (0.0, 0.0, 1.0, 1.0) + +[require] +shader model >= 4.0 + +[pixel shader] +uniform float4 x; +uniform int4 y; + +float4 main() : SV_TARGET +{ + return (float4)(bool4)x + 10.0 * (float4)(int4)(bool4)y; +} + +[test] +uniform 0 float4 0.0 0.0 2.0 4.0 +uniform 4 int4 0 1 0 10 +draw quad +probe all rgba (0.0, 10.0, 1.0, 11.0) diff --git a/tests/logic-operations.shader_test b/tests/logic-operations.shader_test index 9a5cec3f..f888e831 100644 --- a/tests/logic-operations.shader_test +++ b/tests/logic-operations.shader_test @@ -8,7 +8,7 @@ float4 main() : SV_TARGET } [test] -todo draw quad +draw quad probe all rgba (0.0, 1.0, 1.0, 1.0) [pixel shader] @@ -61,7 +61,7 @@ float4 main() : SV_TARGET } [test] -todo draw quad +draw quad probe all rgba (0.0, 1.0, 1.0, 1.0) [pixel shader] @@ -114,7 +114,7 @@ float4 main() : SV_TARGET } [test] -todo draw quad +draw quad probe all rgba (0.0, 1.0, 1.0, 1.0) [pixel shader] -- 2.36.1