[PATCH vkd3d] vkd3d-shader/hlsl: Support casts between all numeric types on constant folding.
Giovanni Mascellani
gmascellani at codeweavers.com
Tue Jan 4 07:54:18 CST 2022
Hi,
On 29/12/21 15:51, Francisco Casas wrote:
> switch (expr->op)
> {
> - case HLSL_OP1_CAST:
> - if (instr->data_type->dimx != arg1->node.data_type->dimx
> - || instr->data_type->dimy != arg1->node.data_type->dimy)
> - {
> - FIXME("Cast from %s to %s.\n", debug_hlsl_type(ctx, arg1->node.data_type),
> - debug_hlsl_type(ctx, instr->data_type));
> - vkd3d_free(res);
> - return false;
> - }
> -
> - switch (arg1->node.data_type->base_type)
> - {
> - case HLSL_TYPE_INT:
> - for (i = 0; i < dimx; ++i)
> - res->value[i].f = arg1->value[i].i;
> - break;
> -
> - case HLSL_TYPE_UINT:
> - for (i = 0; i < dimx; ++i)
> - res->value[i].f = arg1->value[i].u;
> - break;
> -
> - default:
> - FIXME("Cast from %s to %s.\n", debug_hlsl_type(ctx, arg1->node.data_type),
> - debug_hlsl_type(ctx, instr->data_type));
> - vkd3d_free(res);
> - return false;
> - }
> - break;
> -
> default:
> FIXME("Fold float op %#x.\n", expr->op);
> vkd3d_free(res);
Given that you are removing all the logic from the case HLSL_TYPE_FLOAT,
you might as well remove the case block itself, I guess. Though I don't
have strong opinions on that. Eventually we'll put some new code in it
anyway.
Giovanni.
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