[PATCH vkd3d] vkd3d-shader/hlsl: Add cross() intrinsic function and test.

Francisco Casas fcasas at codeweavers.com
Tue Nov 16 09:11:35 CST 2021


Signed-off-by: Francisco Casas <fcasas at codeweavers.com>
---
 Makefile.am              |  1 +
 libs/vkd3d-shader/hlsl.y | 54 ++++++++++++++++++++++++++++++++++++++++
 tests/cross.shader_test  | 11 ++++++++
 3 files changed, 66 insertions(+)
 create mode 100644 tests/cross.shader_test

diff --git a/Makefile.am b/Makefile.am
index d6e14cf1..3cfd90f4 100644
--- a/Makefile.am
+++ b/Makefile.am
@@ -60,6 +60,7 @@ vkd3d_shader_tests = \
 	tests/cast-to-int.shader_test \
 	tests/cast-to-uint.shader_test \
 	tests/conditional.shader_test \
+	tests/cross.shader_test \
 	tests/hlsl-array-dimension.shader_test \
 	tests/hlsl-bool-cast.shader_test \
 	tests/hlsl-clamp.shader_test \
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y
index 2120b26f..3bb5cd70 100644
--- a/libs/vkd3d-shader/hlsl.y
+++ b/libs/vkd3d-shader/hlsl.y
@@ -1611,6 +1611,59 @@ static bool intrinsic_pow(struct hlsl_ctx *ctx,
     return true;
 }
 
+static bool intrinsic_cross(struct hlsl_ctx *ctx,
+        const struct parse_initializer *params, struct vkd3d_shader_location loc)
+{
+    struct hlsl_ir_node *v0 = params->args[0], *v1 = params->args[1];
+    struct hlsl_ir_swizzle *v0_swzl1, *v0_swzl2, *v1_swzl1, *v1_swzl2;
+    struct hlsl_ir_node *mul1_neg;
+    struct hlsl_ir_expr *mul1, *mul2;
+    int wrong_arg = -1;
+
+    if (v1->data_type->type != HLSL_CLASS_VECTOR)
+        wrong_arg = 1;
+    if (v0->data_type->type != HLSL_CLASS_VECTOR)
+        wrong_arg = 0;
+    if (wrong_arg != -1)
+    {
+        struct vkd3d_string_buffer *string;
+        if ((string = hlsl_type_to_string(ctx, params->args[wrong_arg]->data_type)))
+            hlsl_error(ctx, loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE,
+                    "Wrong type for argument %d of 'cross': expected 'vector' but got '%s'.",
+                    wrong_arg, string->buffer);
+        hlsl_release_string_buffer(ctx, string);
+        return false;
+    }
+
+    if (!(v0_swzl1 = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(Z, X, Y, Z), 3, v0, &loc)))
+        return false;
+    list_add_tail(params->instrs, &v0_swzl1->node.entry);
+
+    if (!(v1_swzl1 = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(Y, Z, X, Y), 3, v1, &loc)))
+        return false;
+    list_add_tail(params->instrs, &v1_swzl1->node.entry);
+
+    if (!(mul1 = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, &v0_swzl1->node, &v1_swzl1->node, &loc)))
+        return false;
+
+    if (!(mul1_neg = hlsl_new_unary_expr(ctx, HLSL_OP1_NEG, &mul1->node, loc)))
+        return false;
+    list_add_tail(params->instrs, &mul1_neg->entry);
+
+    if (!(v0_swzl2 = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(Y, Z, X, Y), 3, v0, &loc)))
+        return false;
+    list_add_tail(params->instrs, &v0_swzl2->node.entry);
+
+    if (!(v1_swzl2 = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(Z, X, Y, Z), 3, v1, &loc)))
+        return false;
+    list_add_tail(params->instrs, &v1_swzl2->node.entry);
+
+    if (!(mul2 = add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_MUL, &v0_swzl2->node, &v1_swzl2->node, &loc)))
+        return false;
+
+    return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, &mul2->node, mul1_neg, &loc);
+}
+
 static bool intrinsic_saturate(struct hlsl_ctx *ctx,
         const struct parse_initializer *params, struct vkd3d_shader_location loc)
 {
@@ -1628,6 +1681,7 @@ intrinsic_functions[] =
 {
     {"abs",                                 1, true,  intrinsic_abs},
     {"clamp",                               3, true,  intrinsic_clamp},
+    {"cross",                               2, true,  intrinsic_cross},
     {"max",                                 2, true,  intrinsic_max},
     {"pow",                                 2, true,  intrinsic_pow},
     {"saturate",                            1, true,  intrinsic_saturate},
diff --git a/tests/cross.shader_test b/tests/cross.shader_test
new file mode 100644
index 00000000..c49f5248
--- /dev/null
+++ b/tests/cross.shader_test
@@ -0,0 +1,11 @@
+[pixel shader]
+float4 main(uniform float4 u, uniform float4 v) : sv_target
+{
+    return float4(cross(u,v),0);
+}
+
+[test]
+uniform 0 float4 1 -2 3 4
+uniform 4 float4 10 100 1000 10000
+draw quad
+probe all rgba (-2300, -970, 120, 0)
-- 
2.25.1




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