On Thu, Apr 14, 2022 at 12:53 PM Giovanni Mascellani <gmascellani(a)codeweavers.com> wrote:
This commit includes work by Francisco Casas.
Signed-off-by: Giovanni Mascellani <gmascellani(a)codeweavers.com> --- libs/vkd3d-shader/hlsl_constant_ops.c | 67 ++++++++++++++++++++++++ libs/vkd3d-shader/vkd3d_shader_private.h | 2 + tests/arithmetic-float.shader_test | 16 ++++++ tests/arithmetic-int.shader_test | 11 +++- tests/arithmetic-uint.shader_test | 9 ++++ 5 files changed, 104 insertions(+), 1 deletion(-)
diff --git a/libs/vkd3d-shader/hlsl_constant_ops.c b/libs/vkd3d-shader/hlsl_constant_ops.c index 5cac4bde..9a8bc6b0 100644 --- a/libs/vkd3d-shader/hlsl_constant_ops.c +++ b/libs/vkd3d-shader/hlsl_constant_ops.c @@ -255,6 +255,69 @@ static bool fold_nequal(struct hlsl_ctx *ctx, struct hlsl_ir_constant *dst, return true; }
+static bool fold_div(struct hlsl_ctx *ctx, struct hlsl_ir_constant *dst, + struct hlsl_ir_constant *src1, struct hlsl_ir_constant *src2) +{ + enum hlsl_base_type type = dst->node.data_type->base_type; + unsigned int k; + + assert(type == src1->node.data_type->base_type); + assert(type == src2->node.data_type->base_type); + + for (k = 0; k < dst->node.data_type->dimx; ++k) + { + switch (type) + { + case HLSL_TYPE_FLOAT: + case HLSL_TYPE_HALF: + if (src2->value[k].f == 0) + { + hlsl_warning(ctx, &dst->node.loc, VKD3D_SHADER_WARNING_HLSL_DIVISION_BY_ZERO, + "Floating point division by zero"); + } + dst->value[k].f = src1->value[k].f / src2->value[k].f; + break;
This is in fact an error in SM1 (and the reason for the [require] in the corresponding test, I guess). Do we have a patch for this lined up already? Or did we decide to diverge from native in this particular situation? In the latter case we probably want a comment though. A comment next to the [require] would also be nice either way.
+ + case HLSL_TYPE_DOUBLE: + if (src2->value[k].d == 0) + { + hlsl_warning(ctx, &dst->node.loc, VKD3D_SHADER_WARNING_HLSL_DIVISION_BY_ZERO, + "Floating point division by zero"); + } + dst->value[k].d = src1->value[k].d / src2->value[k].d; + break; + + case HLSL_TYPE_INT: + if (src2->value[k].i == 0) + { + hlsl_error(ctx, &dst->node.loc, VKD3D_SHADER_ERROR_HLSL_DIVISION_BY_ZERO, + "Division by zero."); + return false; + } + if (src1->value[k].i == INT_MIN && src2->value[k].i == -1) + dst->value[k].i = INT_MIN; + else + dst->value[k].i = src1->value[k].i / src2->value[k].i; + break;
It would be nice to have a test for that INT_MIN / -1 special case.