[PATCH vkd3d 07/12] vkd3d-shader/hlsl: Support matrix indexing.
Giovanni Mascellani
gmascellani at codeweavers.com
Mon Apr 18 01:34:03 CDT 2022
Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
---
libs/vkd3d-shader/hlsl.y | 87 +++++++++++++++++++++++++-
tests/hlsl-matrix-indexing.shader_test | 8 +--
2 files changed, 88 insertions(+), 7 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y
index 291f8392..b6a8e496 100644
--- a/libs/vkd3d-shader/hlsl.y
+++ b/libs/vkd3d-shader/hlsl.y
@@ -581,6 +581,89 @@ static bool add_record_load(struct hlsl_ctx *ctx, struct list *instrs, struct hl
return !!add_load(ctx, instrs, record, &c->node, field->type, loc);
}
+static struct hlsl_ir_expr *add_binary_arithmetic_expr(struct hlsl_ctx *ctx, struct list *instrs,
+ enum hlsl_ir_expr_op op, struct hlsl_ir_node *arg1, struct hlsl_ir_node *arg2,
+ const struct vkd3d_shader_location *loc);
+
+static struct hlsl_ir_node *compute_matrix_offset(struct hlsl_ctx *ctx, struct list *instrs,
+ struct hlsl_type *type, struct hlsl_ir_node *x, struct hlsl_ir_node *y,
+ const struct vkd3d_shader_location *loc)
+{
+ struct hlsl_ir_node *major, *minor;
+ struct hlsl_ir_expr *mul, *add;
+ struct hlsl_ir_constant *four;
+
+ if (type->modifiers & HLSL_MODIFIER_ROW_MAJOR)
+ {
+ minor = x;
+ major = y;
+ }
+ else
+ {
+ minor = y;
+ major = x;
+ }
+
+ if (!(four = hlsl_new_uint_constant(ctx, 4, loc)))
+ return NULL;
+ list_add_tail(instrs, &four->node.entry);
+
+ if (!(mul = add_binary_arithmetic_expr(ctx, instrs, HLSL_OP2_MUL, &four->node, major, loc)))
+ return NULL;
+
+ if (!(add = add_binary_arithmetic_expr(ctx, instrs, HLSL_OP2_ADD, &mul->node, minor, loc)))
+ return NULL;
+
+ return &add->node;
+}
+
+static bool add_matrix_load(struct hlsl_ctx *ctx, struct list *instrs,
+ struct hlsl_ir_node *matrix, struct hlsl_ir_node *index, const struct vkd3d_shader_location *loc)
+{
+ struct hlsl_type *mat_type = matrix->data_type, *ret_type, *scal_type;
+ static unsigned int counter = 0;
+ struct hlsl_ir_load *load;
+ struct hlsl_ir_var *var;
+ unsigned int i;
+ char name[32];
+
+ ret_type = hlsl_get_vector_type(ctx, mat_type->base_type, mat_type->dimx);
+ scal_type = hlsl_get_scalar_type(ctx, mat_type->base_type);
+
+ sprintf(name, "<index-%x>", counter++);
+ var = hlsl_new_synthetic_var(ctx, name, ret_type, *loc);
+ if (!var)
+ return false;
+
+ for (i = 0; i < mat_type->dimx; ++i)
+ {
+ struct hlsl_ir_node *offset;
+ struct hlsl_ir_store *store;
+ struct hlsl_ir_load *value;
+ struct hlsl_ir_constant *c;
+
+ if (!(c = hlsl_new_uint_constant(ctx, i, loc)))
+ return false;
+ list_add_tail(instrs, &c->node.entry);
+
+ if (!(offset = compute_matrix_offset(ctx, instrs, mat_type, &c->node, index, loc)))
+ return false;
+
+ if (!(value = add_load(ctx, instrs, matrix, offset, scal_type, *loc)))
+ return false;
+
+ if (!(store = hlsl_new_store(ctx, var, &c->node, &value->node, 0, *loc)))
+ return false;
+ list_add_tail(instrs, &store->node.entry);
+ }
+
+ if (!(load = hlsl_new_load(ctx, var, NULL, ret_type, *loc)))
+ return false;
+ list_add_tail(instrs, &load->node.entry);
+
+ return true;
+}
+
static bool add_array_load(struct hlsl_ctx *ctx, struct list *instrs, struct hlsl_ir_node *array,
struct hlsl_ir_node *index, const struct vkd3d_shader_location loc)
{
@@ -597,9 +680,7 @@ static bool add_array_load(struct hlsl_ctx *ctx, struct list *instrs, struct hls
}
else if (expr_type->type == HLSL_CLASS_MATRIX)
{
- /* This needs to be lowered now, while we still have type information. */
- FIXME("Index of matrix type.\n");
- return false;
+ return add_matrix_load(ctx, instrs, array, index, &loc);
}
else if (expr_type->type == HLSL_CLASS_VECTOR)
{
diff --git a/tests/hlsl-matrix-indexing.shader_test b/tests/hlsl-matrix-indexing.shader_test
index e2103fe2..3f4b878f 100644
--- a/tests/hlsl-matrix-indexing.shader_test
+++ b/tests/hlsl-matrix-indexing.shader_test
@@ -11,7 +11,7 @@ uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
-todo draw quad
+draw quad
probe all rgba (1.0, 2.0, 10.0, 15.0)
[pixel shader]
@@ -27,7 +27,7 @@ uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
-todo draw quad
+draw quad
probe all rgba (1.0, 2.0, 10.0, 15.0)
[pixel shader]
@@ -43,7 +43,7 @@ uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
-todo draw quad
+draw quad
probe all rgba (1.0, 5.0, 7.0, 12.0)
[pixel shader]
@@ -60,5 +60,5 @@ uniform 0 float4 1.0 2.0 3.0 4.0
uniform 4 float4 5.0 6.0 7.0 8.0
uniform 8 float4 9.0 10.0 11.0 12.0
uniform 12 float4 13.0 14.0 15.0 16.0
-todo draw quad
+draw quad
probe all rgba (1.0, 2.0, 10.0, 15.0)
--
2.35.2
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