Giovanni Mascellani : vkd3d-shader/hlsl: Parse matrix constructors.
Alexandre Julliard
julliard at winehq.org
Wed Apr 27 16:12:02 CDT 2022
Module: vkd3d
Branch: master
Commit: cf7cf05cb7c73a4ebfba958c025fe8051fce7fb5
URL: https://source.winehq.org/git/vkd3d.git/?a=commit;h=cf7cf05cb7c73a4ebfba958c025fe8051fce7fb5
Author: Giovanni Mascellani <gmascellani at codeweavers.com>
Date: Wed Apr 27 10:56:26 2022 +0200
vkd3d-shader/hlsl: Parse matrix constructors.
Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
libs/vkd3d-shader/hlsl.y | 25 ++--------------------
tests/hlsl-matrix-indexing.shader_test | 16 ++++++++++++++
...hlsl-numeric-constructor-truncation.shader_test | 2 +-
tests/hlsl-return-implicit-conversion.shader_test | 8 +++----
4 files changed, 23 insertions(+), 28 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y
index 9eb007a3..905dbfc5 100644
--- a/libs/vkd3d-shader/hlsl.y
+++ b/libs/vkd3d-shader/hlsl.y
@@ -2024,16 +2024,12 @@ static struct list *add_call(struct hlsl_ctx *ctx, const char *name,
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_ir_load *load;
struct hlsl_ir_var *var;
+ unsigned int i, idx = 0;
char name[23];
- if (type->type == HLSL_CLASS_MATRIX)
- hlsl_fixme(ctx, &loc, "Matrix constructor.");
-
sprintf(name, "<constructor-%x>", counter++);
if (!(var = hlsl_new_synthetic_var(ctx, name, type, loc)))
return NULL;
@@ -2041,7 +2037,6 @@ static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type
for (i = 0; i < params->args_count; ++i)
{
struct hlsl_ir_node *arg = params->args[i];
- unsigned int width;
if (arg->data_type->type == HLSL_CLASS_OBJECT)
{
@@ -2053,24 +2048,8 @@ static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type
hlsl_release_string_buffer(ctx, string);
continue;
}
- width = hlsl_type_component_count(arg->data_type);
-
- if (width > 4)
- {
- FIXME("Constructor argument with %u components.\n", width);
- continue;
- }
-
- if (!(arg = add_implicit_conversion(ctx, params->instrs, arg,
- hlsl_get_vector_type(ctx, type->base_type, width), &arg->loc)))
- continue;
-
- 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);
- writemask_offset += width;
+ initialize_var_components(ctx, params->instrs, var, &idx, arg, &loc);
}
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-numeric-constructor-truncation.shader_test b/tests/hlsl-numeric-constructor-truncation.shader_test
index 27768dcc..f18b34d6 100644
--- a/tests/hlsl-numeric-constructor-truncation.shader_test
+++ b/tests/hlsl-numeric-constructor-truncation.shader_test
@@ -29,5 +29,5 @@ float4 main() : sv_target
}
[test]
-todo draw quad
+draw quad
probe all rgba (1.0, 2.0, 3.0, 5.0)
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);
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