[PATCH vkd3d 05/12] vkd3d-shader/hlsl: Support vector indexing.
Giovanni Mascellani
gmascellani at codeweavers.com
Mon Apr 18 01:34:01 CDT 2022
Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
---
libs/vkd3d-shader/hlsl.y | 14 ++++++++++----
tests/hlsl-vector-indexing.shader_test | 4 ++--
2 files changed, 12 insertions(+), 6 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y
index fd808648..291f8392 100644
--- a/libs/vkd3d-shader/hlsl.y
+++ b/libs/vkd3d-shader/hlsl.y
@@ -592,13 +592,21 @@ static bool add_array_load(struct hlsl_ctx *ctx, struct list *instrs, struct hls
if (expr_type->type == HLSL_CLASS_ARRAY)
{
data_type = expr_type->e.array.type;
+ if (!(c = hlsl_new_uint_constant(ctx, hlsl_type_get_array_element_reg_size(data_type), &loc)))
+ return false;
}
- else if (expr_type->type == HLSL_CLASS_MATRIX || expr_type->type == HLSL_CLASS_VECTOR)
+ else if (expr_type->type == HLSL_CLASS_MATRIX)
{
/* This needs to be lowered now, while we still have type information. */
- FIXME("Index of matrix or vector type.\n");
+ FIXME("Index of matrix type.\n");
return false;
}
+ else if (expr_type->type == HLSL_CLASS_VECTOR)
+ {
+ data_type = hlsl_get_scalar_type(ctx, expr_type->base_type);
+ if (!(c = hlsl_new_uint_constant(ctx, 1, &loc)))
+ return false;
+ }
else
{
if (expr_type->type == HLSL_CLASS_SCALAR)
@@ -608,8 +616,6 @@ static bool add_array_load(struct hlsl_ctx *ctx, struct list *instrs, struct hls
return false;
}
- if (!(c = hlsl_new_uint_constant(ctx, hlsl_type_get_array_element_reg_size(data_type), &loc)))
- return false;
list_add_tail(instrs, &c->node.entry);
if (!(mul = hlsl_new_binary_expr(ctx, HLSL_OP2_MUL, index, &c->node)))
return false;
diff --git a/tests/hlsl-vector-indexing.shader_test b/tests/hlsl-vector-indexing.shader_test
index 1c964147..f2d20c44 100644
--- a/tests/hlsl-vector-indexing.shader_test
+++ b/tests/hlsl-vector-indexing.shader_test
@@ -10,7 +10,7 @@ float4 main() : SV_TARGET
}
[test]
-todo draw quad
+draw quad
probe all rgba (0.02, 0.245, 0.351, 1.0)
[pixel shader]
@@ -23,5 +23,5 @@ float4 main() : SV_TARGET
[test]
uniform 0 float4 1.0 2.0 3.0 4.0
-todo draw quad
+draw quad
probe all rgba (1.0, 2.0, 2.0, 3.0)
--
2.35.2
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