On Thu, Apr 14, 2022 at 12:53 PM Giovanni Mascellani gmascellani@codeweavers.com wrote:
This commit includes work by Francisco Casas.
Signed-off-by: Giovanni Mascellani gmascellani@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.