[PATCH vkd3d 1/5] vkd3d-shader/hlsl: Write SM4 casts from bool.
Zebediah Figura
zfigura at codeweavers.com
Thu Jun 30 23:43:19 CDT 2022
On 6/29/22 09:55, Giovanni Mascellani wrote:
> Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
> ---
> libs/vkd3d-shader/hlsl_sm4.c | 44 ++++++++++++++++++++++++++++--
> tests/cast-to-float.shader_test | 2 +-
> tests/cast-to-int.shader_test | 4 +--
> tests/cast-to-uint.shader_test | 4 +--
> tests/hlsl-bool-cast.shader_test | 18 ++++++++++++
> tests/logic-operations.shader_test | 6 ++--
> 6 files changed, 67 insertions(+), 11 deletions(-)
>
> diff --git a/libs/vkd3d-shader/hlsl_sm4.c b/libs/vkd3d-shader/hlsl_sm4.c
> index 79027169..23678498 100644
> --- a/libs/vkd3d-shader/hlsl_sm4.c
> +++ b/libs/vkd3d-shader/hlsl_sm4.c
> @@ -1459,6 +1459,44 @@ static bool type_is_float(const struct hlsl_type *type)
> return type->base_type == HLSL_TYPE_FLOAT || type->base_type == HLSL_TYPE_HALF;
> }
>
> +static void write_sm4_cast_from_bool(struct hlsl_ctx *ctx,
> + struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_expr *expr,
> + const struct hlsl_ir_node *arg)
> +{
> + struct sm4_instruction instr;
> + uint32_t c;
> +
> + switch (expr->node.data_type->base_type)
> + {
> + case HLSL_TYPE_FLOAT:
Should this include HLSL_TYPE_HALF as well?
> + c = 0x3f800000;
> + break;
Maybe not worth worrying about, but the hardcoded number could be
avoided by doing something like
union
{
uint32_t u;
float f;
} c;
...
c.f = 1.0f;
> +
> + case HLSL_TYPE_INT:
> + case HLSL_TYPE_UINT:
> + c = 1;
> + break;
> +
> + default:
> + assert(0);
We don't need to handle doubles, but I'm not sure they should result in
an assert either.
> + }
> +
> + memset(&instr, 0, sizeof(instr));
> + instr.opcode = VKD3D_SM4_OP_AND;
> +
> + sm4_dst_from_node(&instr.dsts[0], &expr->node);
> + instr.dst_count = 1;
> +
> + sm4_src_from_node(&instr.srcs[0], arg, instr.dsts[0].writemask);
> + instr.srcs[1].swizzle_type = VKD3D_SM4_SWIZZLE_NONE;
> + instr.srcs[1].reg.type = VKD3D_SM4_RT_IMMCONST;
> + instr.srcs[1].reg.dim = VKD3D_SM4_DIMENSION_SCALAR;
> + instr.srcs[1].reg.immconst_uint[0] = c;
> + instr.src_count = 2;
> +
> + write_sm4_instruction(buffer, &instr);
> +}
I kind of wonder if this should be a lowering pass instead. It wouldn't
apply to sm1, but it would (maybe?) be a bit easier to write, and it
would apply to a hypothetical sm6 backend, if we indeed write our own
instead of leveraging the Microsoft compiler.
Fine to leave it as is for now, I think, but food for thought.
> +
> static void write_sm4_cast(struct hlsl_ctx *ctx,
> struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_expr *expr)
> {
> @@ -1488,7 +1526,7 @@ static void write_sm4_cast(struct hlsl_ctx *ctx,
> break;
>
> case HLSL_TYPE_BOOL:
> - hlsl_fixme(ctx, &expr->node.loc, "SM4 cast from bool to float.");
> + write_sm4_cast_from_bool(ctx, buffer, expr, arg1);
> break;
>
> case HLSL_TYPE_DOUBLE:
> @@ -1514,7 +1552,7 @@ static void write_sm4_cast(struct hlsl_ctx *ctx,
> break;
>
> case HLSL_TYPE_BOOL:
> - hlsl_fixme(ctx, &expr->node.loc, "SM4 cast from bool to int.");
> + write_sm4_cast_from_bool(ctx, buffer, expr, arg1);
> break;
>
> case HLSL_TYPE_DOUBLE:
> @@ -1540,7 +1578,7 @@ static void write_sm4_cast(struct hlsl_ctx *ctx,
> break;
>
> case HLSL_TYPE_BOOL:
> - hlsl_fixme(ctx, &expr->node.loc, "SM4 cast from bool to uint.");
> + write_sm4_cast_from_bool(ctx, buffer, expr, arg1);
> break;
>
> case HLSL_TYPE_DOUBLE:
Could we just pass the mask from here instead, and skip the switch
inside of write_sm4_cast_from_bool()?
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