[PATCH vkd3d v2 9/9] vkd3d-shader/hlsl: Parse matrix constructors.

Giovanni Mascellani gmascellani at codeweavers.com
Thu Apr 21 10:44:29 CDT 2022


Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
---
v2:
* Do not use the comma operator inside a "for" statement.
* Prepend "add_" to the name of functions that mutate the instruction stream.
* Add a vector and a matrix to the constructor test.
---
 libs/vkd3d-shader/hlsl.y                      | 98 ++++++++++++++++---
 tests/hlsl-matrix-indexing.shader_test        | 16 +++
 ...lsl-return-implicit-conversion.shader_test |  8 +-
 3 files changed, 102 insertions(+), 20 deletions(-)

diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y
index d6d9dda6..638a5b18 100644
--- a/libs/vkd3d-shader/hlsl.y
+++ b/libs/vkd3d-shader/hlsl.y
@@ -2084,18 +2084,87 @@ static struct list *add_call(struct hlsl_ctx *ctx, const char *name,
     return params->instrs;
 }
 
+static struct hlsl_ir_node *add_compute_offset_from_index(struct hlsl_ctx *ctx, struct list *instrs,
+        struct hlsl_type *type, unsigned int idx, const struct vkd3d_shader_location *loc)
+{
+    assert(type->type <= HLSL_CLASS_LAST_NUMERIC);
+    assert(idx < type->dimx * type->dimy);
+
+    if (type->type == HLSL_CLASS_SCALAR || type->type == HLSL_CLASS_VECTOR)
+    {
+        struct hlsl_ir_constant *c;
+
+        if (!(c = hlsl_new_uint_constant(ctx, idx, loc)))
+            return NULL;
+        list_add_tail(instrs, &c->node.entry);
+
+        return &c->node;
+    }
+    else
+    {
+        struct hlsl_ir_constant *x, *y;
+
+        if (!(x = hlsl_new_uint_constant(ctx, idx % type->dimx, loc)))
+            return NULL;
+        list_add_tail(instrs, &x->node.entry);
+
+        if (!(y = hlsl_new_uint_constant(ctx, idx / type->dimx, loc)))
+            return NULL;
+        list_add_tail(instrs, &y->node.entry);
+
+        return add_compute_matrix_offset(ctx, instrs, type, &x->node, &y->node, loc);
+    }
+}
+
+static struct hlsl_ir_node *add_load_index(struct hlsl_ctx *ctx, struct list *instrs, struct hlsl_ir_node *instr,
+        unsigned int idx, const struct vkd3d_shader_location *loc)
+{
+    struct hlsl_type *scal_type = hlsl_get_scalar_type(ctx, instr->data_type->base_type);
+    struct hlsl_ir_node *offset;
+    struct hlsl_ir_load *load;
+
+    if (instr->data_type->type > HLSL_CLASS_LAST_NUMERIC)
+    {
+        hlsl_fixme(ctx, loc, "Loading from non-numeric type.");
+        return NULL;
+    }
+
+    if (!(offset = add_compute_offset_from_index(ctx, instrs, instr->data_type, idx, loc)))
+        return NULL;
+
+    if (!(load = add_load(ctx, instrs, instr, offset, scal_type, *loc)))
+        return NULL;
+
+    return &load->node;
+}
+
+static struct hlsl_ir_node *add_store_index(struct hlsl_ctx *ctx, struct list *instrs, struct hlsl_ir_var *var,
+        struct hlsl_ir_node *rhs, unsigned int idx, const struct vkd3d_shader_location *loc)
+{
+    struct hlsl_ir_node *offset;
+    struct hlsl_ir_store *store;
+
+    if (!(offset = add_compute_offset_from_index(ctx, instrs, var->data_type, idx, loc)))
+        return NULL;
+
+    if (!(store = hlsl_new_store(ctx, var, offset, rhs, 0, *loc)))
+        return NULL;
+    list_add_tail(instrs, &store->node.entry);
+
+    return &store->node;
+}
+
 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_type *scal_type;
+    unsigned int i, j, idx = 0;
     struct hlsl_ir_load *load;
     struct hlsl_ir_var *var;
     char name[23];
 
-    if (type->type == HLSL_CLASS_MATRIX)
-        hlsl_fixme(ctx, &loc, "Matrix constructor.");
+    scal_type = hlsl_get_scalar_type(ctx, type->base_type);
 
     sprintf(name, "<constructor-%x>", counter++);
     if (!(var = hlsl_new_synthetic_var(ctx, name, type, loc)))
@@ -2118,22 +2187,19 @@ static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type
         }
         width = hlsl_type_component_count(arg->data_type);
 
-        if (width > 4)
+        for (j = 0; j < width; ++j)
         {
-            FIXME("Constructor argument with %u components.\n", width);
-            continue;
-        }
+            struct hlsl_ir_node *value;
 
-        if (!(arg = add_implicit_conversion(ctx, params->instrs, arg,
-                hlsl_get_vector_type(ctx, type->base_type, width), &arg->loc)))
-            continue;
+            if (!(value = add_load_index(ctx, params->instrs, arg, j, &loc)))
+                return NULL;
 
-        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);
+            if (!(value = add_implicit_conversion(ctx, params->instrs, value, scal_type, &arg->loc)))
+                return NULL;
 
-        writemask_offset += width;
+            if (!add_store_index(ctx, params->instrs, var, value, idx++, &loc))
+                return NULL;
+        }
     }
 
     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-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);
-- 
2.35.2




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