[PATCH vkd3d v2 9/9] vkd3d-shader/hlsl: Parse matrix constructors.
Giovanni Mascellani
gmascellani at codeweavers.com
Thu Apr 21 10:44:29 CDT 2022
Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
---
v2:
* Do not use the comma operator inside a "for" statement.
* Prepend "add_" to the name of functions that mutate the instruction stream.
* Add a vector and a matrix to the constructor test.
---
libs/vkd3d-shader/hlsl.y | 98 ++++++++++++++++---
tests/hlsl-matrix-indexing.shader_test | 16 +++
...lsl-return-implicit-conversion.shader_test | 8 +-
3 files changed, 102 insertions(+), 20 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y
index d6d9dda6..638a5b18 100644
--- a/libs/vkd3d-shader/hlsl.y
+++ b/libs/vkd3d-shader/hlsl.y
@@ -2084,18 +2084,87 @@ static struct list *add_call(struct hlsl_ctx *ctx, const char *name,
return params->instrs;
}
+static struct hlsl_ir_node *add_compute_offset_from_index(struct hlsl_ctx *ctx, struct list *instrs,
+ struct hlsl_type *type, unsigned int idx, const struct vkd3d_shader_location *loc)
+{
+ assert(type->type <= HLSL_CLASS_LAST_NUMERIC);
+ assert(idx < type->dimx * type->dimy);
+
+ if (type->type == HLSL_CLASS_SCALAR || type->type == HLSL_CLASS_VECTOR)
+ {
+ struct hlsl_ir_constant *c;
+
+ if (!(c = hlsl_new_uint_constant(ctx, idx, loc)))
+ return NULL;
+ list_add_tail(instrs, &c->node.entry);
+
+ return &c->node;
+ }
+ else
+ {
+ struct hlsl_ir_constant *x, *y;
+
+ if (!(x = hlsl_new_uint_constant(ctx, idx % type->dimx, loc)))
+ return NULL;
+ list_add_tail(instrs, &x->node.entry);
+
+ if (!(y = hlsl_new_uint_constant(ctx, idx / type->dimx, loc)))
+ return NULL;
+ list_add_tail(instrs, &y->node.entry);
+
+ return add_compute_matrix_offset(ctx, instrs, type, &x->node, &y->node, loc);
+ }
+}
+
+static struct hlsl_ir_node *add_load_index(struct hlsl_ctx *ctx, struct list *instrs, struct hlsl_ir_node *instr,
+ unsigned int idx, const struct vkd3d_shader_location *loc)
+{
+ struct hlsl_type *scal_type = hlsl_get_scalar_type(ctx, instr->data_type->base_type);
+ struct hlsl_ir_node *offset;
+ struct hlsl_ir_load *load;
+
+ if (instr->data_type->type > HLSL_CLASS_LAST_NUMERIC)
+ {
+ hlsl_fixme(ctx, loc, "Loading from non-numeric type.");
+ return NULL;
+ }
+
+ if (!(offset = add_compute_offset_from_index(ctx, instrs, instr->data_type, idx, loc)))
+ return NULL;
+
+ if (!(load = add_load(ctx, instrs, instr, offset, scal_type, *loc)))
+ return NULL;
+
+ return &load->node;
+}
+
+static struct hlsl_ir_node *add_store_index(struct hlsl_ctx *ctx, struct list *instrs, struct hlsl_ir_var *var,
+ struct hlsl_ir_node *rhs, unsigned int idx, const struct vkd3d_shader_location *loc)
+{
+ struct hlsl_ir_node *offset;
+ struct hlsl_ir_store *store;
+
+ if (!(offset = add_compute_offset_from_index(ctx, instrs, var->data_type, idx, loc)))
+ return NULL;
+
+ if (!(store = hlsl_new_store(ctx, var, offset, rhs, 0, *loc)))
+ return NULL;
+ list_add_tail(instrs, &store->node.entry);
+
+ return &store->node;
+}
+
static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type,
struct parse_initializer *params, struct vkd3d_shader_location loc)
{
- unsigned int i, writemask_offset = 0;
- struct hlsl_ir_store *store;
static unsigned int counter;
+ struct hlsl_type *scal_type;
+ unsigned int i, j, idx = 0;
struct hlsl_ir_load *load;
struct hlsl_ir_var *var;
char name[23];
- if (type->type == HLSL_CLASS_MATRIX)
- hlsl_fixme(ctx, &loc, "Matrix constructor.");
+ scal_type = hlsl_get_scalar_type(ctx, type->base_type);
sprintf(name, "<constructor-%x>", counter++);
if (!(var = hlsl_new_synthetic_var(ctx, name, type, loc)))
@@ -2118,22 +2187,19 @@ static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type
}
width = hlsl_type_component_count(arg->data_type);
- if (width > 4)
+ for (j = 0; j < width; ++j)
{
- FIXME("Constructor argument with %u components.\n", width);
- continue;
- }
+ struct hlsl_ir_node *value;
- if (!(arg = add_implicit_conversion(ctx, params->instrs, arg,
- hlsl_get_vector_type(ctx, type->base_type, width), &arg->loc)))
- continue;
+ if (!(value = add_load_index(ctx, params->instrs, arg, j, &loc)))
+ return NULL;
- if (!(store = hlsl_new_store(ctx, var, NULL, arg,
- ((1u << width) - 1) << writemask_offset, arg->loc)))
- return NULL;
- list_add_tail(params->instrs, &store->node.entry);
+ if (!(value = add_implicit_conversion(ctx, params->instrs, value, scal_type, &arg->loc)))
+ return NULL;
- writemask_offset += width;
+ if (!add_store_index(ctx, params->instrs, var, value, idx++, &loc))
+ return NULL;
+ }
}
if (!(load = hlsl_new_var_load(ctx, var, loc)))
diff --git a/tests/hlsl-matrix-indexing.shader_test b/tests/hlsl-matrix-indexing.shader_test
index a0a89829..9336a67a 100644
--- a/tests/hlsl-matrix-indexing.shader_test
+++ b/tests/hlsl-matrix-indexing.shader_test
@@ -60,3 +60,19 @@ uniform 0 float4 1.0 2.0 3.0 0.0
uniform 4 float4 5.0 6.0 7.0 0.0
draw quad
probe all rgba (1.0, 3.0, 6.0, 7.0)
+
+[pixel shader]
+float4 main() : SV_TARGET
+{
+ float2x2 a = float2x2(11.0, 12.0, 13.0, 14.0);
+ float4x4 m = float4x4(1.0, 2.0, 3.0, 4.0,
+ float3(5.0, 6.0, 7.0), 8.0,
+ 9.0, 10.0,
+ a,
+ 15.0, 16.0);
+ return float4(m[0][0], m[1][0], m[1][2], m[2][3]);
+}
+
+[test]
+todo draw quad
+probe all rgba (1.0, 5.0, 7.0, 12.0)
diff --git a/tests/hlsl-return-implicit-conversion.shader_test b/tests/hlsl-return-implicit-conversion.shader_test
index 38d21633..bf99d9cb 100644
--- a/tests/hlsl-return-implicit-conversion.shader_test
+++ b/tests/hlsl-return-implicit-conversion.shader_test
@@ -98,7 +98,7 @@ float4 main() : sv_target
todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader fail todo]
+[pixel shader fail]
float3x1 func()
{
return float1x3(0.4, 0.3, 0.2);
@@ -109,7 +109,7 @@ float4 main() : sv_target
return float4(func(), 0.0);
}
-[pixel shader fail todo]
+[pixel shader fail]
float1x3 func()
{
return float3x1(0.4, 0.3, 0.2);
@@ -191,7 +191,7 @@ float4 main() : sv_target
todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader fail todo]
+[pixel shader fail]
float3x1 func()
{
return float1x4(0.4, 0.3, 0.2, 0.1);
@@ -217,7 +217,7 @@ float4 main() : sv_target
todo draw quad
probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader fail todo]
+[pixel shader fail]
float1x3 func()
{
return float4x1(0.4, 0.3, 0.2, 0.1);
--
2.35.2
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