[PATCH vkd3d 7/7] vkd3d-shader/hlsl: Parse the mul() intrinsic.
Giovanni Mascellani
gmascellani at codeweavers.com
Wed Jun 1 05:46:18 CDT 2022
Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
---
libs/vkd3d-shader/hlsl.y | 118 ++++++++++++++++++++++++
tests/hlsl-majority-pragma.shader_test | 2 +-
tests/hlsl-majority-typedef.shader_test | 2 +-
tests/hlsl-mul.shader_test | 36 ++++----
4 files changed, 138 insertions(+), 20 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y
index 22853ceb..617f726e 100644
--- a/libs/vkd3d-shader/hlsl.y
+++ b/libs/vkd3d-shader/hlsl.y
@@ -2042,6 +2042,123 @@ static bool intrinsic_min(struct hlsl_ctx *ctx,
return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MIN, params->args[0], params->args[1], loc);
}
+static bool intrinsic_mul(struct hlsl_ctx *ctx,
+ const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
+{
+ struct hlsl_ir_node *arg1 = params->args[0], *arg2 = params->args[1], *cast1, *cast2;
+ enum hlsl_base_type base = expr_common_base_type(arg1->data_type->base_type, arg2->data_type->base_type);
+ struct hlsl_type *cast_type1 = arg1->data_type, *cast_type2 = arg2->data_type, *matrix_type, *ret_type;
+ unsigned int i, j, k, vect_count = 0;
+ struct vkd3d_string_buffer *name;
+ static unsigned int counter = 0;
+ struct hlsl_ir_load *load;
+ struct hlsl_ir_var *var;
+
+ if (arg1->data_type->type == HLSL_CLASS_SCALAR || arg2->data_type->type == HLSL_CLASS_SCALAR)
+ return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, arg1, arg2, loc);
+
+ if (arg1->data_type->type == HLSL_CLASS_VECTOR)
+ {
+ vect_count++;
+ cast_type1 = hlsl_get_matrix_type(ctx, base, arg1->data_type->dimx, 1);
+ }
+ if (arg2->data_type->type == HLSL_CLASS_VECTOR)
+ {
+ vect_count++;
+ cast_type2 = hlsl_get_matrix_type(ctx, base, 1, arg2->data_type->dimx);
+ }
+
+ matrix_type = hlsl_get_matrix_type(ctx, base, cast_type2->dimx, cast_type1->dimy);
+
+ if (vect_count == 0)
+ {
+ ret_type = matrix_type;
+ }
+ else if (vect_count == 1)
+ {
+ assert(matrix_type->dimx == 1 || matrix_type->dimy == 1);
+ ret_type = hlsl_get_vector_type(ctx, base, matrix_type->dimx * matrix_type->dimy);
+ }
+ else
+ {
+ assert(matrix_type->dimx == 1 && matrix_type->dimy == 1);
+ ret_type = hlsl_get_scalar_type(ctx, base);
+ }
+
+ if (!(cast1 = add_implicit_conversion(ctx, params->instrs, arg1, cast_type1, loc)))
+ return false;
+
+ if (!(cast2 = add_implicit_conversion(ctx, params->instrs, arg2, cast_type2, loc)))
+ return false;
+
+ name = vkd3d_string_buffer_get(&ctx->string_buffers);
+ vkd3d_string_buffer_printf(name, "<mul-%u>", counter++);
+ var = hlsl_new_synthetic_var(ctx, name->buffer, matrix_type, *loc);
+ vkd3d_string_buffer_release(&ctx->string_buffers, name);
+ if (!var)
+ return false;
+
+ for (i = 0; i < matrix_type->dimx; ++i)
+ for (j = 0; j < matrix_type->dimy; ++j)
+ {
+ struct hlsl_ir_node *node = NULL;
+ struct hlsl_type *scalar_type;
+ struct hlsl_ir_store *store;
+ struct hlsl_ir_constant *c;
+ unsigned int offset;
+
+ for (k = 0; k < cast_type1->dimx && k < cast_type2->dimy; ++k)
+ {
+ struct hlsl_ir_load *value1, *value2;
+ struct hlsl_ir_node *mul;
+
+ offset = hlsl_compute_component_offset(ctx, cast_type1, j * cast_type1->dimx + k, &scalar_type);
+ if (!(c = hlsl_new_uint_constant(ctx, offset, loc)))
+ return false;
+ list_add_tail(params->instrs, &c->node.entry);
+
+ if (!(value1 = add_load(ctx, params->instrs, cast1, &c->node, scalar_type, *loc)))
+ return false;
+
+ offset = hlsl_compute_component_offset(ctx, cast_type2, k * cast_type2->dimx + i, &scalar_type);
+ if (!(c = hlsl_new_uint_constant(ctx, offset, loc)))
+ return false;
+ list_add_tail(params->instrs, &c->node.entry);
+
+ if (!(value2 = add_load(ctx, params->instrs, cast2, &c->node, scalar_type, *loc)))
+ return false;
+
+ if (!(mul = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, &value1->node, &value2->node, loc)))
+ return false;
+
+ if (node)
+ {
+ if (!(node = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, node, mul, loc)))
+ return false;
+ }
+ else
+ {
+ node = mul;
+ }
+ }
+
+ offset = hlsl_compute_component_offset(ctx, matrix_type, j * matrix_type->dimx + i, &scalar_type);
+ if (!(c = hlsl_new_uint_constant(ctx, offset, loc)))
+ return false;
+ list_add_tail(params->instrs, &c->node.entry);
+
+ if (!(store = hlsl_new_store(ctx, var, &c->node, node, 0, *loc)))
+ return false;
+ list_add_tail(params->instrs, &store->node.entry);
+ }
+
+ if (!(load = hlsl_new_load(ctx, var, NULL, matrix_type, *loc)))
+ return false;
+ list_add_tail(params->instrs, &load->node.entry);
+
+ return !!add_implicit_conversion(ctx, params->instrs, &load->node, ret_type, loc);
+}
+
static bool intrinsic_pow(struct hlsl_ctx *ctx,
const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
{
@@ -2102,6 +2219,7 @@ intrinsic_functions[] =
{"floor", 1, true, intrinsic_floor},
{"max", 2, true, intrinsic_max},
{"min", 2, true, intrinsic_min},
+ {"mul", 2, true, intrinsic_mul},
{"pow", 2, true, intrinsic_pow},
{"round", 1, true, intrinsic_round},
{"saturate", 1, true, intrinsic_saturate},
diff --git a/tests/hlsl-majority-pragma.shader_test b/tests/hlsl-majority-pragma.shader_test
index a9f917ff..e7fc75cd 100644
--- a/tests/hlsl-majority-pragma.shader_test
+++ b/tests/hlsl-majority-pragma.shader_test
@@ -17,5 +17,5 @@ uniform 0 float4 0.1 0.2 0.0 0.0
uniform 4 float4 0.3 0.4 0.0 0.0
uniform 8 float4 0.1 0.3 0.0 0.0
uniform 12 float4 0.2 0.4 0.0 0.0
-todo draw quad
+draw quad
probe all rgba (0.17, 0.39, 0.17, 0.39) 1
diff --git a/tests/hlsl-majority-typedef.shader_test b/tests/hlsl-majority-typedef.shader_test
index 192c96db..1460e9a0 100644
--- a/tests/hlsl-majority-typedef.shader_test
+++ b/tests/hlsl-majority-typedef.shader_test
@@ -18,5 +18,5 @@ uniform 0 float4 0.1 0.2 0.0 0.0
uniform 4 float4 0.3 0.4 0.0 0.0
uniform 8 float4 0.1 0.3 0.0 0.0
uniform 12 float4 0.2 0.4 0.0 0.0
-todo draw quad
+draw quad
probe all rgba (0.17, 0.39, 0.17, 0.39) 1
diff --git a/tests/hlsl-mul.shader_test b/tests/hlsl-mul.shader_test
index 1d137e69..7b453187 100644
--- a/tests/hlsl-mul.shader_test
+++ b/tests/hlsl-mul.shader_test
@@ -12,7 +12,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (30.0, 70.0, 110.0, 150.0)
[pixel shader]
@@ -28,7 +28,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (90.0, 100.0, 110.0, 120.0)
[pixel shader]
@@ -44,7 +44,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (14.0, 38.0, 62.0, 86.0)
[pixel shader]
@@ -60,7 +60,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (38.0, 44.0, 50.0, 56.0)
[pixel shader]
@@ -75,7 +75,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (14.0, 32.0, 50.0, 0.0)
[pixel shader]
@@ -90,7 +90,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (30.0, 36.0, 42.0, 0.0)
[pixel shader]
@@ -106,7 +106,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (50.0, 60.0, 70.0, 80.0)
[pixel shader]
@@ -122,7 +122,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (50.0, 60.0, 70.0, 80.0)
[pixel shader]
@@ -138,7 +138,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (10.0, 20.0, 30.0, 40.0)
[pixel shader]
@@ -154,7 +154,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (10.0, 50.0, 90.0, 130.0)
[pixel shader]
@@ -170,7 +170,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (10.0, 20.0, 30.0, 40.0)
[pixel shader]
@@ -186,7 +186,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (10.0, 50.0, 90.0, 130.0)
[pixel shader]
@@ -202,7 +202,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (90.0, 100.0, 110.0, 120.0)
[pixel shader]
@@ -218,7 +218,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (5.0, 10.0, 15.0, 20.0)
[pixel shader]
@@ -234,7 +234,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (2.0, 4.0, 6.0, 8.0)
[pixel shader]
@@ -250,7 +250,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (30.0, 70.0, 110.0, 150.0)
[pixel shader]
@@ -268,7 +268,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (83.0, 98.0, 113.0, 128.0)
[pixel shader]
@@ -286,5 +286,5 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (78.0, 96.0, 114.0, 0.0)
--
2.36.1
More information about the wine-devel
mailing list