From: Zebediah Figura Subject: Re: [PATCH vkd3d 1/5] vkd3d-shader/hlsl: Write SM4 casts from bool. Message-Id: Date: Thu, 30 Jun 2022 23:43:19 -0500 In-Reply-To: <20220629145555.871548-1-gmascellani@codeweavers.com> References: <20220629145555.871548-1-gmascellani@codeweavers.com> On 6/29/22 09:55, Giovanni Mascellani wrote: > 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: Should this include HLSL_TYPE_HALF as well? > + c = 0x3f800000; > + break; Maybe not worth worrying about, but the hardcoded number could be avoided by doing something like union { uint32_t u; float f; } c; ... c.f = 1.0f; > + > + case HLSL_TYPE_INT: > + case HLSL_TYPE_UINT: > + c = 1; > + break; > + > + default: > + assert(0); We don't need to handle doubles, but I'm not sure they should result in an assert either. > + } > + > + 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); > +} I kind of wonder if this should be a lowering pass instead. It wouldn't apply to sm1, but it would (maybe?) be a bit easier to write, and it would apply to a hypothetical sm6 backend, if we indeed write our own instead of leveraging the Microsoft compiler. Fine to leave it as is for now, I think, but food for thought. > + > 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: Could we just pass the mask from here instead, and skip the switch inside of write_sm4_cast_from_bool()?