[PATCH v4 vkd3d 3/3] vkd3d-shader/hlsl: Implement floor().

Giovanni Mascellani gmascellani at codeweavers.com
Fri Jan 7 10:20:02 CST 2022


Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>

On 07/01/22 15:05, Nikolay Sivov wrote:
> Signed-off-by: Nikolay Sivov <nsivov at codeweavers.com>
> ---
> 
> v4: add a missing test file.
> 
>   Makefile.am                  |  1 +
>   libs/vkd3d-shader/hlsl.h     |  1 +
>   libs/vkd3d-shader/hlsl.y     | 12 ++++++++++++
>   libs/vkd3d-shader/hlsl_sm4.c |  4 ++++
>   tests/floor.shader_test      | 38 ++++++++++++++++++++++++++++++++++++
>   5 files changed, 56 insertions(+)
>   create mode 100644 tests/floor.shader_test
> 
> diff --git a/Makefile.am b/Makefile.am
> index 20fee06..9c5a772 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/floor.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.h b/libs/vkd3d-shader/hlsl.h
> index 57acf3a..c935426 100644
> --- a/libs/vkd3d-shader/hlsl.h
> +++ b/libs/vkd3d-shader/hlsl.h
> @@ -293,6 +293,7 @@ enum hlsl_ir_expr_op
>       HLSL_OP1_DSX,
>       HLSL_OP1_DSY,
>       HLSL_OP1_EXP2,
> +    HLSL_OP1_FLOOR,
>       HLSL_OP1_FRACT,
>       HLSL_OP1_LOG2,
>       HLSL_OP1_LOGIC_NOT,
> diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y
> index 94eaec4..d69a8db 100644
> --- a/libs/vkd3d-shader/hlsl.y
> +++ b/libs/vkd3d-shader/hlsl.y
> @@ -1653,6 +1653,17 @@ static bool intrinsic_cross(struct hlsl_ctx *ctx,
>       return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, &mul2->node, mul1_neg, loc);
>   }
>   
> +static bool intrinsic_floor(struct hlsl_ctx *ctx,
> +        const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
> +{
> +    struct hlsl_ir_node *arg;
> +
> +    if (!(arg = intrinsic_float_convert_arg(ctx, params, params->args[0], loc)))
> +        return false;
> +
> +    return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_FLOOR, arg, loc);
> +}
> +
>   static bool intrinsic_max(struct hlsl_ctx *ctx,
>           const struct parse_initializer *params, const struct vkd3d_shader_location *loc)
>   {
> @@ -1720,6 +1731,7 @@ intrinsic_functions[] =
>       {"abs",                                 1, true,  intrinsic_abs},
>       {"clamp",                               3, true,  intrinsic_clamp},
>       {"cross",                               2, true,  intrinsic_cross},
> +    {"floor",                               1, true,  intrinsic_floor},
>       {"max",                                 2, true,  intrinsic_max},
>       {"min",                                 2, true,  intrinsic_min},
>       {"pow",                                 2, true,  intrinsic_pow},
> diff --git a/libs/vkd3d-shader/hlsl_sm4.c b/libs/vkd3d-shader/hlsl_sm4.c
> index 2458018..2defc1f 100644
> --- a/libs/vkd3d-shader/hlsl_sm4.c
> +++ b/libs/vkd3d-shader/hlsl_sm4.c
> @@ -1336,6 +1336,10 @@ static void write_sm4_expr(struct hlsl_ctx *ctx,
>                       write_sm4_unary_op(buffer, VKD3D_SM4_OP_EXP, &expr->node, arg1, 0);
>                       break;
>   
> +                case HLSL_OP1_FLOOR:
> +                    write_sm4_unary_op(buffer, VKD3D_SM4_OP_ROUND_NI, &expr->node, arg1, 0);
> +                    break;
> +
>                   case HLSL_OP1_LOG2:
>                       write_sm4_unary_op(buffer, VKD3D_SM4_OP_LOG, &expr->node, arg1, 0);
>                       break;
> diff --git a/tests/floor.shader_test b/tests/floor.shader_test
> new file mode 100644
> index 0000000..033d759
> --- /dev/null
> +++ b/tests/floor.shader_test
> @@ -0,0 +1,38 @@
> +[pixel shader]
> +float4 main(uniform float4 u) : sv_target
> +{
> +    return floor(u);
> +}
> +
> +[test]
> +uniform 0 float4 -0.5 6.5 7.5 3.4
> +draw quad
> +probe all rgba (-1.0, 6.0, 7.0, 3.0) 4
> +
> +[pixel shader]
> +float4 main(uniform float4 u) : sv_target
> +{
> +    float a = floor(u.r);
> +    int2 b = floor(u.gb);
> +    float4 res = float4(b, a, u.a);
> +    return floor(res);
> +}
> +
> +[test]
> +uniform 0 float4 -0.5 6.5 7.5 3.4
> +draw quad
> +probe all rgba (6.0, 7.0, -1.0, 3.0) 4
> +
> +[pixel shader]
> +float4 main(uniform int4 u) : sv_target
> +{
> +    float a = floor(u.r);
> +    int2 b = floor(u.gb);
> +    float4 res = float4(b, a, u.a);
> +    return floor(res);
> +}
> +
> +[test]
> +uniform 0 int4 -1 6 7 3
> +draw quad
> +probe all rgba (6.0, 7.0, -1.0, 3.0) 4



More information about the wine-devel mailing list