This replicates what seems to be happening when using sign() with shader model 3, which is roughly...
``` int pos = (int) (x > 0); int neg = -((int) (x < 0)); int result = pos + neg; ```
From: Ethan Lee flibitijibibo@gmail.com
Signed-off-by: Ethan Lee flibitijibibo@gmail.com --- libs/vkd3d-shader/hlsl.y | 54 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 54 insertions(+)
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y index b9e03325..9c13702e 100644 --- a/libs/vkd3d-shader/hlsl.y +++ b/libs/vkd3d-shader/hlsl.y @@ -3096,6 +3096,59 @@ static bool intrinsic_saturate(struct hlsl_ctx *ctx, return !!add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_SAT, arg, loc); }
+static bool intrinsic_sign(struct hlsl_ctx *ctx, + const struct parse_initializer *params, const struct vkd3d_shader_location *loc) +{ + struct hlsl_ir_node *zero, *lt, *neg, *op1, *op2, *arg = params->args[0]; + struct hlsl_type *int_cast, *arg_type = params->args[0]->data_type; + struct vkd3d_string_buffer *string; + + switch (arg_type->class) + { + case HLSL_CLASS_SCALAR: + int_cast = hlsl_get_scalar_type(ctx, HLSL_TYPE_INT); + break; + case HLSL_CLASS_VECTOR: + int_cast = hlsl_get_vector_type(ctx, HLSL_TYPE_INT, arg_type->dimx * arg_type->dimy); + break; + case HLSL_CLASS_MATRIX: + int_cast = hlsl_get_matrix_type(ctx, HLSL_TYPE_INT, arg_type->dimx, arg_type->dimy); + break; + default: + if ((string = hlsl_type_to_string(ctx, arg_type))) + hlsl_error(ctx, loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE, + "Expression class '%s' is not scalar/vector/matrix.", string->buffer); + hlsl_release_string_buffer(ctx, string); + return false; + } + + if (!(zero = hlsl_new_float_constant(ctx, 0.0f, loc))) + return false; + list_add_tail(params->instrs, &zero->entry); + + /* Check if arg >= 0, cast bool to int */ + + if (!(lt = add_binary_comparison_expr(ctx, params->instrs, HLSL_OP2_LESS, zero, arg, loc))) + return false; + + if (!(op1 = add_implicit_conversion(ctx, params->instrs, lt, int_cast, loc))) + return false; + + /* Check if arg < 0, cast bool to int and invert (meaning true is -1) */ + + if (!(lt = add_binary_comparison_expr(ctx, params->instrs, HLSL_OP2_LESS, arg, zero, loc))) + return false; + + if (!(op2 = add_implicit_conversion(ctx, params->instrs, lt, int_cast, loc))) + return false; + + if (!(neg = add_unary_arithmetic_expr(ctx, params->instrs, HLSL_OP1_NEG, op2, loc))) + return false; + + /* Adding these two together will make 1 when > 0, -1 when < 0, and 0 when neither */ + return !!add_binary_arithmetic_expr(ctx, params->instrs, HLSL_OP2_ADD, neg, op1, loc); +} + static bool intrinsic_sin(struct hlsl_ctx *ctx, const struct parse_initializer *params, const struct vkd3d_shader_location *loc) { @@ -3355,6 +3408,7 @@ intrinsic_functions[] = {"round", 1, true, intrinsic_round}, {"rsqrt", 1, true, intrinsic_rsqrt}, {"saturate", 1, true, intrinsic_saturate}, + {"sign", 1, true, intrinsic_sign}, {"sin", 1, true, intrinsic_sin}, {"smoothstep", 3, true, intrinsic_smoothstep}, {"sqrt", 1, true, intrinsic_sqrt},
From: Ethan Lee flibitijibibo@gmail.com
Signed-off-by: Ethan Lee flibitijibibo@gmail.com --- Makefile.am | 1 + tests/sign.shader_test | 45 ++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 46 insertions(+) create mode 100644 tests/sign.shader_test
diff --git a/Makefile.am b/Makefile.am index 549354b4..53db1f53 100644 --- a/Makefile.am +++ b/Makefile.am @@ -152,6 +152,7 @@ vkd3d_shader_tests = \ tests/saturate.shader_test \ tests/shader-interstage-interface.shader_test \ tests/side-effects.shader_test \ + tests/sign.shader_test \ tests/sqrt.shader_test \ tests/step.shader_test \ tests/swizzle-constant-prop.shader_test \ diff --git a/tests/sign.shader_test b/tests/sign.shader_test new file mode 100644 index 00000000..c63f3d35 --- /dev/null +++ b/tests/sign.shader_test @@ -0,0 +1,45 @@ +[pixel shader] +uniform float f; + +float4 main() : sv_target +{ + return sign(f); +} + +[test] +uniform 0 float4 1.0 0.0 0.0 0.0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) +uniform 0 float4 -1.0 0.0 0.0 0.0 +draw quad +probe all rgba (-1.0, -1.0, -1.0, -1.0) +uniform 0 float4 0.0 0.0 0.0 0.0 +draw quad +probe all rgba (0.0, 0.0, 0.0, 0.0) + +[pixel shader] +uniform float4 f; + +float4 main() : sv_target +{ + return sign(f); +} + +[test] +uniform 0 float4 1.0 2.0 3.0 4.0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[pixel shader] +uniform float2x2 f; + +float4 main() : sv_target +{ + return sign(f); +} + +[test] +uniform 0 float4 1.0 2.0 0.0 0.0 +uniform 4 float4 3.0 4.0 0.0 0.0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0)