Module: vkd3d Branch: master Commit: 522a0dfb564d54ba1122f91eb49694bb3e9ddb24 URL: https://gitlab.winehq.org/wine/vkd3d/-/commit/522a0dfb564d54ba1122f91eb49694...
Author: Nikolay Sivov nsivov@codeweavers.com Date: Tue Sep 26 11:41:57 2023 +0200
vkd3d-shader/hlsl: Add tex2Dlod() function.
Signed-off-by: Nikolay Sivov nsivov@codeweavers.com
---
libs/vkd3d-shader/hlsl.y | 46 +++++++++++++++++++++++++++++++++---- tests/hlsl/sample-level.shader_test | 24 +++++++++++++++++++ 2 files changed, 66 insertions(+), 4 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y index 0e72a539..77f6eaed 100644 --- a/libs/vkd3d-shader/hlsl.y +++ b/libs/vkd3d-shader/hlsl.y @@ -3547,7 +3547,7 @@ static bool intrinsic_tan(struct hlsl_ctx *ctx, static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer *params, const struct vkd3d_shader_location *loc, const char *name, enum hlsl_sampler_dim dim) { - struct hlsl_resource_load_params load_params = {.type = HLSL_RESOURCE_SAMPLE}; + struct hlsl_resource_load_params load_params = { 0 }; const struct hlsl_type *sampler_type; struct hlsl_ir_node *coords, *load;
@@ -3576,10 +3576,41 @@ static bool intrinsic_tex(struct hlsl_ctx *ctx, const struct parse_initializer * hlsl_release_string_buffer(ctx, string); }
- if (!(coords = add_implicit_conversion(ctx, params->instrs, params->args[1], - hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, hlsl_sampler_dim_count(dim)), loc))) + if (!strcmp(name, "tex2Dlod")) { - return false; + struct hlsl_ir_node *lod, *c; + + load_params.type = HLSL_RESOURCE_SAMPLE_LOD; + + if (!(c = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(X, Y, Z, W), hlsl_sampler_dim_count(dim), params->args[1], loc))) + return false; + hlsl_block_add_instr(params->instrs, c); + + if (!(coords = add_implicit_conversion(ctx, params->instrs, c, hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, + hlsl_sampler_dim_count(dim)), loc))) + { + return false; + } + + if (!(lod = hlsl_new_swizzle(ctx, HLSL_SWIZZLE(W, W, W, W), 1, params->args[1], loc))) + return false; + hlsl_block_add_instr(params->instrs, lod); + + if (!(load_params.lod = add_implicit_conversion(ctx, params->instrs, lod, + hlsl_get_scalar_type(ctx, HLSL_TYPE_FLOAT), loc))) + { + return false; + } + } + else + { + load_params.type = HLSL_RESOURCE_SAMPLE; + + if (!(coords = add_implicit_conversion(ctx, params->instrs, params->args[1], + hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, hlsl_sampler_dim_count(dim)), loc))) + { + return false; + } }
/* tex1D() functions never produce 1D resource declarations. For newer profiles half offset @@ -3638,6 +3669,12 @@ static bool intrinsic_tex2D(struct hlsl_ctx *ctx, return intrinsic_tex(ctx, params, loc, "tex2D", HLSL_SAMPLER_DIM_2D); }
+static bool intrinsic_tex2Dlod(struct hlsl_ctx *ctx, + const struct parse_initializer *params, const struct vkd3d_shader_location *loc) +{ + return intrinsic_tex(ctx, params, loc, "tex2Dlod", HLSL_SAMPLER_DIM_2D); +} + static bool intrinsic_tex3D(struct hlsl_ctx *ctx, const struct parse_initializer *params, const struct vkd3d_shader_location *loc) { @@ -3822,6 +3859,7 @@ intrinsic_functions[] = {"tan", 1, true, intrinsic_tan}, {"tex1D", -1, false, intrinsic_tex1D}, {"tex2D", -1, false, intrinsic_tex2D}, + {"tex2Dlod", 2, false, intrinsic_tex2Dlod}, {"tex3D", -1, false, intrinsic_tex3D}, {"texCUBE", -1, false, intrinsic_texCUBE}, {"transpose", 1, true, intrinsic_transpose}, diff --git a/tests/hlsl/sample-level.shader_test b/tests/hlsl/sample-level.shader_test index c91c6549..8b2890ff 100644 --- a/tests/hlsl/sample-level.shader_test +++ b/tests/hlsl/sample-level.shader_test @@ -34,3 +34,27 @@ probe all rgba (0.5, 0.0, 1.0, 0.0) uniform 0 float4 1.0 0.0 0.0 0.0 todo(sm>=6) draw quad probe all rgba (0.0, 0.0, 1.0, 0.0) + +[require] +shader model >= 3.0 +options: backcompat + +[pixel shader fail(sm>=6)] +sampler s; +float level; + +float4 main() : sv_target +{ + return tex2Dlod(s, float4(0.5, 0.5, 0, level)); +} + +[test] +uniform 0 float4 0.0 0.0 0.0 0.0 +draw quad +probe all rgba (1.0, 0.0, 1.0, 0.0) +uniform 0 float4 0.5 0.0 0.0 0.0 +draw quad +probe all rgba (0.5, 0.0, 1.0, 0.0) +uniform 0 float4 1.0 0.0 0.0 0.0 +draw quad +probe all rgba (0.0, 0.0, 1.0, 0.0)