Implements asin, acos, atan, and atan2.
Also includes some tests in a new test file.
One possible problem here is that I'm not sure how to test what Microsoft's atan and atan2 outputs are in boundary cases like atan2(1, 0). I've made the test suites adhere with the calculator program I've been using (Qalculate, which I assume is using libc's atan2).
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55154
-- v2: vkd3d-shader/hlsl: Implement atan2. vkd3d-shader/hlsl: Implement atan. vkd3d-shader/hlsl: Implement acos and asin trig intrinsics.
From: Petrichor Park ppark@codeweavers.com
Also includes some tests in a new test file.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55154 --- Makefile.am | 1 + libs/vkd3d-shader/hlsl.y | 62 +++++++++++++++++++++++++++++ tests/hlsl/inverse-trig.shader_test | 30 ++++++++++++++ 3 files changed, 93 insertions(+) create mode 100644 tests/hlsl/inverse-trig.shader_test
diff --git a/Makefile.am b/Makefile.am index 744e46127..39294833c 100644 --- a/Makefile.am +++ b/Makefile.am @@ -109,6 +109,7 @@ vkd3d_shader_tests = \ tests/hlsl/initializer-struct.shader_test \ tests/hlsl/intrinsic-override.shader_test \ tests/hlsl/invalid.shader_test \ + tests/hlsl/inverse-trig.shader_test \ tests/hlsl/is-front-face.shader_test \ tests/hlsl/ldexp.shader_test \ tests/hlsl/length.shader_test \ diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y index fb6d485ea..09428e2c5 100644 --- a/libs/vkd3d-shader/hlsl.y +++ b/libs/vkd3d-shader/hlsl.y @@ -2525,6 +2525,60 @@ static bool intrinsic_abs(struct hlsl_ctx *ctx, return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_ABS, params->args[0], loc); }
+static bool write_acos_or_asin(struct hlsl_ctx *ctx, + const struct parse_initializer *params, const struct vkd3d_shader_location *loc, bool asin_mode) +{ + struct hlsl_ir_function_decl *func; + struct hlsl_type *type; + char *body; + + static const char template[] = + "%s %s(%s x)\n" + "{\n" + " %s abs_arg = abs(x);\n" + " %s correction = sqrt(1.0 - abs_arg);\n" + " %s result = correction * (((-0.019963376f\n" + " * abs_arg + 0.07612093f)\n" + " * abs_arg - 0.21274031f)\n" + " * abs_arg + 1.5707964f\n);" + /* Piecewise, (x >= 0) ? result : pi - result. */ + " %s mask = x >= 0.0;\n" + " result = mask * result\n" + " + (1.0 - mask) * (3.14159265 - result);\n" + " return %s;" + "}"; + static const char fn_name_acos[] = "acos"; + static const char fn_name_asin[] = "asin"; + static const char return_stmt_acos[] = "result"; + static const char return_stmt_asin[] = "-result + (3.14159265 / 2.0)"; + + const char *fn_name = asin_mode + ? fn_name_asin + : fn_name_acos; + + type = params->args[0]->data_type; + type = hlsl_get_numeric_type(ctx, type->class, HLSL_TYPE_FLOAT, type->dimx, type->dimy); + + if (!(body = hlsl_sprintf_alloc(ctx, template, + type->name, fn_name, type->name, + type->name, type->name, + type->name, type->name, + (asin_mode ? return_stmt_asin : return_stmt_acos)))) + return false; + func = hlsl_compile_internal_function(ctx, fn_name, body); + vkd3d_free(body); + if (!func) + return false; + + return add_user_call(ctx, func, params, loc); +} + +static bool intrinsic_acos(struct hlsl_ctx *ctx, + const struct parse_initializer *params, const struct vkd3d_shader_location *loc) +{ + return write_acos_or_asin(ctx, params, loc, false); +} + static bool intrinsic_all(struct hlsl_ctx *ctx, const struct parse_initializer *params, const struct vkd3d_shader_location *loc) { @@ -2602,6 +2656,12 @@ static bool intrinsic_any(struct hlsl_ctx *ctx, return false; }
+static bool intrinsic_asin(struct hlsl_ctx *ctx, + const struct parse_initializer *params, const struct vkd3d_shader_location *loc) +{ + return write_acos_or_asin(ctx, params, loc, true); +} + /* Find the type corresponding to the given source type, with the same * dimensions but a different base type. */ static struct hlsl_type *convert_numeric_type(const struct hlsl_ctx *ctx, @@ -3655,9 +3715,11 @@ intrinsic_functions[] = /* Note: these entries should be kept in alphabetical order. */ {"D3DCOLORtoUBYTE4", 1, true, intrinsic_d3dcolor_to_ubyte4}, {"abs", 1, true, intrinsic_abs}, + {"acos", 1, true, intrinsic_acos}, {"all", 1, true, intrinsic_all}, {"any", 1, true, intrinsic_any}, {"asfloat", 1, true, intrinsic_asfloat}, + {"asin", 1, true, intrinsic_asin}, {"asuint", -1, true, intrinsic_asuint}, {"clamp", 3, true, intrinsic_clamp}, {"clip", 1, true, intrinsic_clip}, diff --git a/tests/hlsl/inverse-trig.shader_test b/tests/hlsl/inverse-trig.shader_test new file mode 100644 index 000000000..7be7c5e7d --- /dev/null +++ b/tests/hlsl/inverse-trig.shader_test @@ -0,0 +1,30 @@ +[pixel shader] +uniform float4 a; + +float4 main() : sv_target +{ + // Add 10 to avoid epsilon problems near 0 + // Note that this means -8.5odd means -pi/2 + return float4(asin(a.x), acos(a.y), 0.0, 0) + 10.0; +} + +[test] +uniform 0 float4 -1.0 -1.0 -1.0 0.0 +draw quad +probe all rgba (8.429203673, 13.141592654, 10.0, 10.0) 256 + +uniform 0 float4 -0.5 -0.5 -0.5 0.0 +draw quad +probe all rgba (9.476401224, 12.09439510, 10.0, 10.0) 256 + +uniform 0 float4 0.0 0.0 0.0 0.0 +draw quad +probe all rgba (10.0, 11.570796327, 10.0, 10.0) 256 + +uniform 0 float4 0.5 0.5 0.5 0.0 +draw quad +probe all rgba (10.52359878, 11.04719755, 10.0, 10.0) 256 + +uniform 0 float4 1.0 1.0 1.0 0.0 +draw quad +probe all rgba (11.570796327, 10.0, 10.0, 10.0) 256
From: Petrichor Park ppark@codeweavers.com
--- libs/vkd3d-shader/hlsl.y | 53 +++++++++++++++++++++++++++++ tests/hlsl/inverse-trig.shader_test | 10 +++--- 2 files changed, 58 insertions(+), 5 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y index 09428e2c5..6e944f157 100644 --- a/libs/vkd3d-shader/hlsl.y +++ b/libs/vkd3d-shader/hlsl.y @@ -2662,6 +2662,58 @@ static bool intrinsic_asin(struct hlsl_ctx *ctx, return write_acos_or_asin(ctx, params, loc, true); }
+/* + Between -1 and 1, approximates atan with a polynomial of degree 9. + Outside of that range the polynomial goes off to infinity, so instead + calculate the approximation on 1/x and shift it around +- pi/2. +*/ +static bool intrinsic_atan(struct hlsl_ctx *ctx, + const struct parse_initializer *params, const struct vkd3d_shader_location *loc) +{ + struct hlsl_ir_function_decl *func; + struct hlsl_type *type; + char *body; + + static const char template[] = + "%s atan(%s x)\n" + "{\n" + " %s abs_arg = abs(x);\n" + " %s input = (abs_arg < 1.0) ? x : 1.0 / x;\n" + /* HLSL pow(x, y) always returns NaN if x<0. So write out the powers longhand. */ + " %s x2 = input * input;\n" + " %s x3 = input * x2;\n" + " %s x5 = x3 * x2;\n" + " %s x7 = x5 * x2;\n" + " %s x9 = x7 * x2;\n" + " %s poly_approx = \n" + " 0.0202650518398948 * x9\n" + " + -0.0840073996650127 * x7\n" + " + 0.1794166847125958 * x5\n" + " + -0.3301321091300554 * x3\n" + " + 0.9998559356400260 * input;\n" + " return (abs_arg < 1.0)\n" + " ? poly_approx\n" + " : (((x < 0.0 ? -1 : 1) * 3.14159265 / 2.0) - poly_approx);\n" + "}"; + + if (!(type = elementwise_intrinsic_get_common_type(ctx, params, loc))) + return false; + type = hlsl_get_numeric_type(ctx, type->class, HLSL_TYPE_FLOAT, type->dimx, type->dimy); + + + if (!(body = hlsl_sprintf_alloc(ctx, template, type->name, type->name, + type->name, type->name, + type->name, type->name, type->name, type->name, type->name, + type->name))) + return false; + func = hlsl_compile_internal_function(ctx, "atan", body); + vkd3d_free(body); + if (!func) + return false; + + return add_user_call(ctx, func, params, loc); +} + /* Find the type corresponding to the given source type, with the same * dimensions but a different base type. */ static struct hlsl_type *convert_numeric_type(const struct hlsl_ctx *ctx, @@ -3721,6 +3773,7 @@ intrinsic_functions[] = {"asfloat", 1, true, intrinsic_asfloat}, {"asin", 1, true, intrinsic_asin}, {"asuint", -1, true, intrinsic_asuint}, + {"atan", 1, true, intrinsic_atan}, {"clamp", 3, true, intrinsic_clamp}, {"clip", 1, true, intrinsic_clip}, {"cos", 1, true, intrinsic_cos}, diff --git a/tests/hlsl/inverse-trig.shader_test b/tests/hlsl/inverse-trig.shader_test index 7be7c5e7d..8820ec002 100644 --- a/tests/hlsl/inverse-trig.shader_test +++ b/tests/hlsl/inverse-trig.shader_test @@ -5,17 +5,17 @@ float4 main() : sv_target { // Add 10 to avoid epsilon problems near 0 // Note that this means -8.5odd means -pi/2 - return float4(asin(a.x), acos(a.y), 0.0, 0) + 10.0; + return float4(asin(a.x), acos(a.y), atan(a.z), 0) + 10.0; }
[test] uniform 0 float4 -1.0 -1.0 -1.0 0.0 draw quad -probe all rgba (8.429203673, 13.141592654, 10.0, 10.0) 256 +probe all rgba (8.429203673, 13.141592654, 9.214601837, 10.0) 256
uniform 0 float4 -0.5 -0.5 -0.5 0.0 draw quad -probe all rgba (9.476401224, 12.09439510, 10.0, 10.0) 256 +probe all rgba (9.476401224, 12.09439510, 9.536352391, 10.0) 256
uniform 0 float4 0.0 0.0 0.0 0.0 draw quad @@ -23,8 +23,8 @@ probe all rgba (10.0, 11.570796327, 10.0, 10.0) 256
uniform 0 float4 0.5 0.5 0.5 0.0 draw quad -probe all rgba (10.52359878, 11.04719755, 10.0, 10.0) 256 +probe all rgba (10.52359878, 11.04719755, 10.46364761, 10.0) 256
uniform 0 float4 1.0 1.0 1.0 0.0 draw quad -probe all rgba (11.570796327, 10.0, 10.0, 10.0) 256 +probe all rgba (11.570796327, 10.0, 10.7853981634, 10.0) 256
From: Petrichor Park ppark@codeweavers.com
--- libs/vkd3d-shader/hlsl.y | 37 +++++++++++++++++++++++++ tests/hlsl/inverse-trig.shader_test | 43 +++++++++++++++++++++++++++++ 2 files changed, 80 insertions(+)
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y index 6e944f157..8619f0903 100644 --- a/libs/vkd3d-shader/hlsl.y +++ b/libs/vkd3d-shader/hlsl.y @@ -2714,6 +2714,42 @@ static bool intrinsic_atan(struct hlsl_ctx *ctx, return add_user_call(ctx, func, params, loc); }
+static bool intrinsic_atan2(struct hlsl_ctx *ctx, + const struct parse_initializer *params, const struct vkd3d_shader_location *loc) +{ + struct hlsl_ir_function_decl *func; + struct hlsl_type *type; + char *body; + + static const char template[] = + "%s atan2(%s y, %s x)\n" + "{\n" + " %s pi = %s(3.1415926);\n" + " %s offset = x >= 0.0\n" + " ? 0.0\n" + " : y >= 0.0\n" + " ? pi\n" + " : -pi;\n" + " return atan(y/x) + offset;\n" + "}"; + + if (!(type = elementwise_intrinsic_get_common_type(ctx, params, loc))) + return false; + type = hlsl_get_numeric_type(ctx, type->class, HLSL_TYPE_FLOAT, type->dimx, type->dimy); + + if (!(body = hlsl_sprintf_alloc(ctx, template, + type->name, type->name, type->name, + type->name, type->name, type->name))) + return false; + func = hlsl_compile_internal_function(ctx, "atan2", body); + vkd3d_free(body); + if (!func) + return false; + + return add_user_call(ctx, func, params, loc); +} + + /* Find the type corresponding to the given source type, with the same * dimensions but a different base type. */ static struct hlsl_type *convert_numeric_type(const struct hlsl_ctx *ctx, @@ -3774,6 +3810,7 @@ intrinsic_functions[] = {"asin", 1, true, intrinsic_asin}, {"asuint", -1, true, intrinsic_asuint}, {"atan", 1, true, intrinsic_atan}, + {"atan2", 2, true, intrinsic_atan2}, {"clamp", 3, true, intrinsic_clamp}, {"clip", 1, true, intrinsic_clip}, {"cos", 1, true, intrinsic_cos}, diff --git a/tests/hlsl/inverse-trig.shader_test b/tests/hlsl/inverse-trig.shader_test index 8820ec002..493019984 100644 --- a/tests/hlsl/inverse-trig.shader_test +++ b/tests/hlsl/inverse-trig.shader_test @@ -28,3 +28,46 @@ probe all rgba (10.52359878, 11.04719755, 10.46364761, 10.0) 256 uniform 0 float4 1.0 1.0 1.0 0.0 draw quad probe all rgba (11.570796327, 10.0, 10.7853981634, 10.0) 256 + + +[pixel shader] +uniform float4 a; + +float4 main() : sv_target +{ + // Return things in terms of pi to make the numbers in the + // test cases more understandable. + // Also, because the argument order is (y,x) the numbers are + // passed in "backwards" here, so they're the right way in the + // test cases. + return float4(atan2(a.x, a.y), 0.0, 0.0, 0.0) / 3.14159265; +} + +[test] +uniform 0 float4 1.0 1.0 0.0 0.0 +draw quad +probe all rgba (0.25, 0.0, 0.0, 0.0) 256 + +uniform 0 float4 5.0 -5.0 0.0 0.0 +draw quad +probe all rgba (0.75, 0.0, 0.0, 0.0) 256 + +uniform 0 float4 -3.0 -3.0 0.0 0.0 +draw quad +probe all rgba (-0.75, 0.0, 0.0, 0.0) 256 + +uniform 0 float4 1.0 0.0 0.0 0.0 +draw quad +probe all rgba (0.5, 0.0, 0.0, 0.0) 256 + +uniform 0 float4 -1.0 0.0 0.0 0.0 +draw quad +probe all rgba (-0.5, 0.0, 0.0, 0.0) 256 + +uniform 0 float4 0.0 1.0 0.0 0.0 +draw quad +probe all rgba (0.0, 0.0, 0.0, 0.0) 256 + +uniform 0 float4 0.0 -1.0 0.0 0.0 +draw quad +probe all rgba (1.0, 0.0, 0.0, 0.0) 256
On Tue Oct 10 01:42:16 2023 +0000, Petrichor Park wrote:
changed this line in [version 2 of the diff](/wine/vkd3d/-/merge_requests/364/diffs?diff_id=74991&start_sha=cfc6abebd5eb5b015fc60673c90e90a56cdf45dc#9155b9453b4ec8ea0b9b025dfb55c061bd931610_2554_2540)
Since I don't think anybody objected against that, I'd really use the coefficients from the native compiler. See for example https://shader-playground.timjones.io/c565b1a8e6d7d102c8e9211f45b64e60. Notice, also, that the native compiler computes `result` using a slightly different formula which rather looks like `result + (x < 0.0f) * (-2.0f * result + 3.141593f)`. Unless you're seeing something different with your version of the native compiler, I'd use the same formula. Having the same exact output of the native compiler is not a goal of our HLSL compiler, but if its behavior is known and easy to replicate there's no need to go for something different.
Also for the other two commits, please try to make your implementation similar to what the native compiler produces.
Giovanni Mascellani (@giomasce) commented about libs/vkd3d-shader/hlsl.y:
return write_acos_or_asin(ctx, params, loc, true);
}
+/*
- Between -1 and 1, approximates atan with a polynomial of degree 9.
- Outside of that range the polynomial goes off to infinity, so instead
- calculate the approximation on 1/x and shift it around +- pi/2.
+*/
Similarly to the first commit, I don't think the comment here is particularly useful, given that our task is just to reproduce the native behavior.
On Tue Oct 10 21:17:23 2023 +0000, Giovanni Mascellani wrote:
Similarly to the first commit, I don't think the comment here is particularly useful, given that our task is just to reproduce the native behavior.
As a side note, when writing block comments, can you please configure your editor to match the usual style, with an asterisk on every line?