On 6/29/22 09:55, Giovanni Mascellani wrote:
Signed-off-by: Giovanni Mascellani gmascellani@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()?