From: Francisco Casas <fcasas(a)codeweavers.com>
Otherwise we end up with ABS and NEG on bool types.
---
libs/vkd3d-shader/hlsl_codegen.c | 11 ++++-
.../hlsl/arithmetic-float-uniform.shader_test | 16 +++----
tests/hlsl/float-comparison.shader_test | 4 +-
tests/hlsl/fmod.shader_test | 12 ++---
tests/hlsl/inverse-trig.shader_test | 44 +++++++++----------
tests/hlsl/lit.shader_test | 12 ++---
tests/hlsl/ternary.shader_test | 18 ++++----
tests/hlsl/vertex-shader-ops.shader_test | 6 +--
8 files changed, 65 insertions(+), 58 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl_codegen.c b/libs/vkd3d-shader/hlsl_codegen.c
index 5c09ce04f..e6490265d 100644
--- a/libs/vkd3d-shader/hlsl_codegen.c
+++ b/libs/vkd3d-shader/hlsl_codegen.c
@@ -2955,7 +2955,7 @@ static bool lower_logic_not(struct hlsl_ctx *ctx, struct
hlsl_ir_node *instr, st
static bool lower_ternary(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, struct
hlsl_block *block)
{
struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS] = { 0 }, *replacement;
- struct hlsl_ir_node *zero, *cond, *first, *second;
+ struct hlsl_ir_node *zero, *cond, *first, *second, *float_cond;
struct hlsl_constant_value zero_value = { 0 };
struct hlsl_ir_expr *expr;
struct hlsl_type *type;
@@ -2979,9 +2979,16 @@ static bool lower_ternary(struct hlsl_ctx *ctx, struct hlsl_ir_node
*instr, stru
if (ctx->profile->major_version < 4)
{
+ struct hlsl_type *float_type = hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT,
instr->data_type->dimx);
struct hlsl_ir_node *abs, *neg;
- if (!(abs = hlsl_new_unary_expr(ctx, HLSL_OP1_ABS, cond, &instr->loc)))
+ memset(operands, 0, sizeof(operands));
+ operands[0] = cond;
+ if (!(float_cond = hlsl_new_expr(ctx, HLSL_OP1_REINTERPRET, operands, float_type,
&instr->loc)))
+ return false;
+ hlsl_block_add_instr(block, float_cond);
+
+ if (!(abs = hlsl_new_unary_expr(ctx, HLSL_OP1_ABS, float_cond,
&instr->loc)))
return false;
hlsl_block_add_instr(block, abs);
diff --git a/tests/hlsl/arithmetic-float-uniform.shader_test
b/tests/hlsl/arithmetic-float-uniform.shader_test
index 8bc3992e7..61957f2bb 100644
--- a/tests/hlsl/arithmetic-float-uniform.shader_test
+++ b/tests/hlsl/arithmetic-float-uniform.shader_test
@@ -13,7 +13,7 @@ uniform 0 float4 5.0 15.0 0.0 0.0
todo(glsl) draw quad
probe all rgba (20.0, -10.0, 75.0, 0.33333333) 1
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
@@ -25,10 +25,10 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 5.0 15.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (5.0, 5.0, -5.0, 3.0) 1
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
@@ -40,10 +40,10 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 42.0 5.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (2.0, -2.0, 2.0, -2.0) 16
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float2 a;
float4 main() : SV_TARGET
@@ -55,10 +55,10 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 45.0 5.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
-[pixel shader todo(sm<4)]
+[pixel shader]
float4 x, y;
float4 main() : sv_target
@@ -69,7 +69,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 5.0 -42.1 4.0 45.0
uniform 4 float4 15.0 -5.0 4.1 5.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (5.0, -2.1, 4.0, 0.0) 6
[require]
diff --git a/tests/hlsl/float-comparison.shader_test
b/tests/hlsl/float-comparison.shader_test
index 84c09c129..56ce46f36 100644
--- a/tests/hlsl/float-comparison.shader_test
+++ b/tests/hlsl/float-comparison.shader_test
@@ -13,7 +13,7 @@ todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0)
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float4 f;
float4 main() : sv_target
@@ -55,7 +55,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 1.5 1.5 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
% SM1-3 apparently treats '0/0' as zero.
if(sm<4) todo probe all rgba (1010101.0, 11001100.0, 1101001.0, 11.0)
% SM4-5 optimises away the 'not' by inverting the condition, even though this is
invalid for NaN.
diff --git a/tests/hlsl/fmod.shader_test b/tests/hlsl/fmod.shader_test
index ccb7b99e7..40dc66e8c 100644
--- a/tests/hlsl/fmod.shader_test
+++ b/tests/hlsl/fmod.shader_test
@@ -1,4 +1,4 @@
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float4 u;
float4 main() : sv_target
@@ -8,13 +8,13 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.5 6.5 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (-0.5, 0.0, 0.0, 0.0) 4
uniform 0 float4 1.1 0.3 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (0.2, 0.0, 0.0, 0.0) 4
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float4 u;
float4 main() : sv_target
@@ -24,8 +24,8 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.5 6.5 2.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (-0.5, 0.5, 0.0, 0.0) 4
uniform 0 float4 1.1 0.3 3.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (1.1, 0.3, 0.0, 0.0) 4
diff --git a/tests/hlsl/inverse-trig.shader_test b/tests/hlsl/inverse-trig.shader_test
index 31af0ceef..62d79e9ff 100644
--- a/tests/hlsl/inverse-trig.shader_test
+++ b/tests/hlsl/inverse-trig.shader_test
@@ -92,7 +92,7 @@ todo(glsl) draw quad
probe all rgba (31416.0, 0.0, 0.0, 0.0)
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float4 a;
float4 main() : sv_target
@@ -102,26 +102,26 @@ float4 main() : sv_target
[test]
uniform 0 float4 -1.0 0.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (-0.785409629, 0.0, 0.0, 0.0) 512
uniform 0 float4 -0.5 0.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (-0.4636476, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 0.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.5 0.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (0.4636476, 0.0, 0.0, 0.0) 256
uniform 0 float4 1.0 0.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (0.785409629, 0.0, 0.0, 0.0) 512
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float4 a;
float4 main() : sv_target
@@ -133,64 +133,64 @@ float4 main() : sv_target
[test]
% Non-degenerate cases
uniform 0 float4 1.0 1.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (0.785385, 0.0, 0.0, 0.0) 512
uniform 0 float4 5.0 -5.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (2.356194, 0.0, 0.0, 0.0) 256
uniform 0 float4 -3.0 -3.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (-2.356194, 0.0, 0.0, 0.0) 256
uniform 0 float4 1.0 0.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 -1.0 0.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (-1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 1.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (0.0, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 -1.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
% Degenerate cases
uniform 0 float4 0.00001 0.00002 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (0.463647, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.00001 -0.00002 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (2.677945, 0.0, 0.0, 0.0) 256
uniform 0 float4 -0.00001 100000.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (-0.000000000099986595, 0.0, 0.0, 0.0) 2048
uniform 0 float4 10000000.0 0.00000001 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
% Negative zero behavior should be to treat it the
% same as normal zero.
uniform 0 float4 1000000000.0 0.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 1000000000.0 -0.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (1.570796, 0.0, 0.0, 0.0) 256
uniform 0 float4 0.0 -1.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
uniform 0 float4 -0.0 -1.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (3.1415927, 0.0, 0.0, 0.0) 256
diff --git a/tests/hlsl/lit.shader_test b/tests/hlsl/lit.shader_test
index efb249dba..ce68d6ea9 100644
--- a/tests/hlsl/lit.shader_test
+++ b/tests/hlsl/lit.shader_test
@@ -1,4 +1,4 @@
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float4 u;
float4 main() : sv_target
@@ -8,20 +8,20 @@ float4 main() : sv_target
[test]
uniform 0 float4 -0.1 10.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (1.0, 0.0, 0.0, 1.0)
[test]
uniform 0 float4 1.2 -0.1 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (1.0, 1.2, 0.0, 1.0)
[test]
uniform 0 float4 1.2 2.0 3.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (1.0, 1.2, 8.0, 1.0)
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float4 u;
float4 main() : sv_target
@@ -31,7 +31,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.2 2.0 3.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (2.0, 2.4, 16.0, 2.0)
[pixel shader fail]
diff --git a/tests/hlsl/ternary.shader_test b/tests/hlsl/ternary.shader_test
index c075b1e5a..91802afd4 100644
--- a/tests/hlsl/ternary.shader_test
+++ b/tests/hlsl/ternary.shader_test
@@ -3,7 +3,7 @@
shader model < 6.0
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float4 x;
float4 main() : sv_target
@@ -13,14 +13,14 @@ float4 main() : sv_target
[test]
uniform 0 float4 2.0 3.0 4.0 5.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (2.0, 3.0, 4.0, 5.0)
uniform 0 float4 0.0 10.0 11.0 12.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (-1.0, 9.0, 10.0, 11.0)
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float4 x;
float4 main() : sv_target
@@ -35,11 +35,11 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.1 3.0 4.0 5.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (1.1, 2.0, 0.0, 0.0)
-[pixel shader todo(sm<4)]
+[pixel shader]
float4 f;
float4 main() : sv_target
@@ -51,7 +51,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 1.0 0.0 0.0 0.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (0.5, 0.6, 0.7, 0.0)
@@ -246,7 +246,7 @@ todo(glsl) draw quad
probe all rgba (3.0, 3.0, 3.0, 3.0)
-[pixel shader todo(sm<4)]
+[pixel shader]
uniform float cond;
uniform float4 a, b;
@@ -260,7 +260,7 @@ float4 main() : sv_target
uniform 0 float4 1.0 0.0 0.0 0.0
uniform 4 float4 1.0 2.0 3.0 4.0
uniform 8 float4 5.0 6.0 7.0 8.0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (1.0, 2.0, 3.0, 4.0)
diff --git a/tests/hlsl/vertex-shader-ops.shader_test
b/tests/hlsl/vertex-shader-ops.shader_test
index ee2a72f02..ea2a3df81 100644
--- a/tests/hlsl/vertex-shader-ops.shader_test
+++ b/tests/hlsl/vertex-shader-ops.shader_test
@@ -88,7 +88,7 @@ probe all rgba (1.0, 1.0, 1.0, 1.0)
% The ternary operator works differently in sm6. See sm6-ternary.shader_test.
shader model < 6.0
-[vertex shader todo(sm<4)]
+[vertex shader]
int a, b, c;
void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos :
sv_position)
@@ -103,11 +103,11 @@ if(sm<4) uniform 0 float 0
if(sm<4) uniform 4 float 100
if(sm<4) uniform 8 float 200
if(sm>=4) uniform 0 int4 0 100 200 0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (0.2, 0.2, 0.2, 0.2)
if(sm<4) uniform 0 float -4
if(sm<4) uniform 4 float 100
if(sm<4) uniform 8 float 200
if(sm>=4) uniform 0 int4 -4 100 200 0
-todo(sm<4 | glsl) draw quad
+todo(glsl) draw quad
probe all rgba (0.1, 0.1, 0.1, 0.1)
--
GitLab
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/744