Signed-off-by: Giovanni Mascellani gmascellani@codeweavers.com --- v2: * Do not use the comma operator inside a "for" statement. * Prepend "add_" to the name of functions that mutate the instruction stream. * Add a vector and a matrix to the constructor test. v3: * Move the "idx++" expression in a dedicated statement. * Rewritten in the same philosphy as Francisco's initializers work v4: * Rewritten using initialize_var_components(). --- libs/vkd3d-shader/hlsl.y | 24 ++----------------- tests/hlsl-matrix-indexing.shader_test | 16 +++++++++++++ ...numeric-constructor-truncation.shader_test | 2 +- ...lsl-return-implicit-conversion.shader_test | 8 +++---- 4 files changed, 23 insertions(+), 27 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y index 9eb007a3..58678c47 100644 --- a/libs/vkd3d-shader/hlsl.y +++ b/libs/vkd3d-shader/hlsl.y @@ -2024,16 +2024,12 @@ static struct list *add_call(struct hlsl_ctx *ctx, const char *name, static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type, struct parse_initializer *params, struct vkd3d_shader_location loc) { - unsigned int i, writemask_offset = 0; - struct hlsl_ir_store *store; static unsigned int counter; + unsigned int i, j, idx = 0; struct hlsl_ir_load *load; struct hlsl_ir_var *var; char name[23];
- if (type->type == HLSL_CLASS_MATRIX) - hlsl_fixme(ctx, &loc, "Matrix constructor."); - sprintf(name, "<constructor-%x>", counter++); if (!(var = hlsl_new_synthetic_var(ctx, name, type, loc))) return NULL; @@ -2053,24 +2049,8 @@ static struct list *add_constructor(struct hlsl_ctx *ctx, struct hlsl_type *type hlsl_release_string_buffer(ctx, string); continue; } - width = hlsl_type_component_count(arg->data_type); - - if (width > 4) - { - FIXME("Constructor argument with %u components.\n", width); - continue; - } - - if (!(arg = add_implicit_conversion(ctx, params->instrs, arg, - hlsl_get_vector_type(ctx, type->base_type, width), &arg->loc))) - continue; - - if (!(store = hlsl_new_store(ctx, var, NULL, arg, - ((1u << width) - 1) << writemask_offset, arg->loc))) - return NULL; - list_add_tail(params->instrs, &store->node.entry);
- writemask_offset += width; + initialize_var_components(ctx, params->instrs, var, &idx, arg, &loc); }
if (!(load = hlsl_new_var_load(ctx, var, loc))) diff --git a/tests/hlsl-matrix-indexing.shader_test b/tests/hlsl-matrix-indexing.shader_test index a0a89829..9336a67a 100644 --- a/tests/hlsl-matrix-indexing.shader_test +++ b/tests/hlsl-matrix-indexing.shader_test @@ -60,3 +60,19 @@ uniform 0 float4 1.0 2.0 3.0 0.0 uniform 4 float4 5.0 6.0 7.0 0.0 draw quad probe all rgba (1.0, 3.0, 6.0, 7.0) + +[pixel shader] +float4 main() : SV_TARGET +{ + float2x2 a = float2x2(11.0, 12.0, 13.0, 14.0); + float4x4 m = float4x4(1.0, 2.0, 3.0, 4.0, + float3(5.0, 6.0, 7.0), 8.0, + 9.0, 10.0, + a, + 15.0, 16.0); + return float4(m[0][0], m[1][0], m[1][2], m[2][3]); +} + +[test] +todo draw quad +probe all rgba (1.0, 5.0, 7.0, 12.0) diff --git a/tests/hlsl-numeric-constructor-truncation.shader_test b/tests/hlsl-numeric-constructor-truncation.shader_test index 27768dcc..f18b34d6 100644 --- a/tests/hlsl-numeric-constructor-truncation.shader_test +++ b/tests/hlsl-numeric-constructor-truncation.shader_test @@ -29,5 +29,5 @@ float4 main() : sv_target }
[test] -todo draw quad +draw quad probe all rgba (1.0, 2.0, 3.0, 5.0) diff --git a/tests/hlsl-return-implicit-conversion.shader_test b/tests/hlsl-return-implicit-conversion.shader_test index 38d21633..bf99d9cb 100644 --- a/tests/hlsl-return-implicit-conversion.shader_test +++ b/tests/hlsl-return-implicit-conversion.shader_test @@ -98,7 +98,7 @@ float4 main() : sv_target todo draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader fail todo] +[pixel shader fail] float3x1 func() { return float1x3(0.4, 0.3, 0.2); @@ -109,7 +109,7 @@ float4 main() : sv_target return float4(func(), 0.0); }
-[pixel shader fail todo] +[pixel shader fail] float1x3 func() { return float3x1(0.4, 0.3, 0.2); @@ -191,7 +191,7 @@ float4 main() : sv_target todo draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader fail todo] +[pixel shader fail] float3x1 func() { return float1x4(0.4, 0.3, 0.2, 0.1); @@ -217,7 +217,7 @@ float4 main() : sv_target todo draw quad probe all rgba (0.4, 0.3, 0.2, 0.0)
-[pixel shader fail todo] +[pixel shader fail] float1x3 func() { return float4x1(0.4, 0.3, 0.2, 0.1);