Signed-off-by: Giovanni Mascellani <gmascellani(a)codeweavers.com>
---
v2:
* Do not hardcode the bit pattern of 1.0f.
* Make the mask a parameter to write_sm4_cast_from_bool().
---
libs/vkd3d-shader/hlsl_sm4.c | 33 +++++++++++++++++++++++++++---
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, 56 insertions(+), 11 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl_sm4.c b/libs/vkd3d-shader/hlsl_sm4.c
index 79027169..1edc5818 100644
--- a/libs/vkd3d-shader/hlsl_sm4.c
+++ b/libs/vkd3d-shader/hlsl_sm4.c
@@ -1459,9 +1459,36 @@ 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, uint32_t mask)
+{
+ struct sm4_instruction instr;
+
+ 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] = mask;
+ instr.src_count = 2;
+
+ write_sm4_instruction(buffer, &instr);
+}
+
static void write_sm4_cast(struct hlsl_ctx *ctx,
struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_expr *expr)
{
+ static const union
+ {
+ uint32_t u;
+ float f;
+ } one = { .f = 1.0 };
const struct hlsl_ir_node *arg1 = expr->operands[0].node;
const struct hlsl_type *dst_type = expr->node.data_type;
const struct hlsl_type *src_type = arg1->data_type;
@@ -1488,7 +1515,7 @@ 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, one.u);
break;
case HLSL_TYPE_DOUBLE:
@@ -1514,7 +1541,7 @@ 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, 1);
break;
case HLSL_TYPE_DOUBLE:
@@ -1540,7 +1567,7 @@ 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, 1);
break;
case HLSL_TYPE_DOUBLE:
diff --git a/tests/cast-to-float.shader_test b/tests/cast-to-float.shader_test
index 1844b1f3..f0910020 100644
--- a/tests/cast-to-float.shader_test
+++ b/tests/cast-to-float.shader_test
@@ -12,7 +12,7 @@ uniform 0 int -1
uniform 1 uint 3
uniform 2 int -2
uniform 3 float 0.5
-todo draw quad
+draw quad
probe all rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader]
diff --git a/tests/cast-to-int.shader_test b/tests/cast-to-int.shader_test
index ce42827b..4c5d0e2f 100644
--- a/tests/cast-to-int.shader_test
+++ b/tests/cast-to-int.shader_test
@@ -19,8 +19,8 @@ uniform 0 float 2.6
uniform 1 int -2
uniform 2 int -2
uniform 3 float -3.6
-todo draw quad
-probe all rgba (0.5, 0.5, 0.5, 0.5)
+draw quad
+todo probe all rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader]
diff --git a/tests/cast-to-uint.shader_test b/tests/cast-to-uint.shader_test
index 8b7964ff..66f7267e 100644
--- a/tests/cast-to-uint.shader_test
+++ b/tests/cast-to-uint.shader_test
@@ -19,8 +19,8 @@ uniform 0 float 2.6
uniform 1 int 2
uniform 2 int -2
uniform 3 float -3.6
-todo draw quad
-probe all rgba (0.5, 0.5, 0.5, 0.5)
+draw quad
+todo probe all rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader]
diff --git a/tests/hlsl-bool-cast.shader_test b/tests/hlsl-bool-cast.shader_test
index 8880b2f5..397cbcc0 100644
--- a/tests/hlsl-bool-cast.shader_test
+++ b/tests/hlsl-bool-cast.shader_test
@@ -12,3 +12,21 @@ float4 main() : SV_TARGET
[test]
draw quad
probe all rgba (0.0, 0.0, 1.0, 1.0)
+
+[require]
+shader model >= 4.0
+
+[pixel shader]
+uniform float4 x;
+uniform int4 y;
+
+float4 main() : SV_TARGET
+{
+ return (float4)(bool4)x + 10.0 * (float4)(int4)(bool4)y;
+}
+
+[test]
+uniform 0 float4 0.0 0.0 2.0 4.0
+uniform 4 int4 0 1 0 10
+draw quad
+probe all rgba (0.0, 10.0, 1.0, 11.0)
diff --git a/tests/logic-operations.shader_test b/tests/logic-operations.shader_test
index 9a5cec3f..f888e831 100644
--- a/tests/logic-operations.shader_test
+++ b/tests/logic-operations.shader_test
@@ -8,7 +8,7 @@ float4 main() : SV_TARGET
}
[test]
-todo draw quad
+draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
@@ -61,7 +61,7 @@ float4 main() : SV_TARGET
}
[test]
-todo draw quad
+draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
@@ -114,7 +114,7 @@ float4 main() : SV_TARGET
}
[test]
-todo draw quad
+draw quad
probe all rgba (0.0, 1.0, 1.0, 1.0)
[pixel shader]
--
2.36.1