For now, this is limited to float and bool, scalar and vector. All other types are unsupported.
Fixes https://bugs.winehq.org/show_bug.cgi?id=54777
-- v2: tests: Add tests for any() intrinsic. vkd3d-shader/hlsl: Add support for any() intrinsic.
From: Ethan Lee flibitijibibo@gmail.com
For now, this is limited to float and bool, scalar and vector. All other types are unsupported.
Signed-off-by: Ethan Lee flibitijibibo@gmail.com --- libs/vkd3d-shader/hlsl.y | 51 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 51 insertions(+)
diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y index 0ddae6ee..9ecdd37f 100644 --- a/libs/vkd3d-shader/hlsl.y +++ b/libs/vkd3d-shader/hlsl.y @@ -2434,6 +2434,56 @@ static bool intrinsic_all(struct hlsl_ctx *ctx, return !!add_binary_comparison_expr(ctx, params->instrs, HLSL_OP2_NEQUAL, mul, &zero->node, loc); }
+static bool intrinsic_any(struct hlsl_ctx *ctx, + const struct parse_initializer *params, const struct vkd3d_shader_location *loc) +{ + struct hlsl_ir_node *arg = params->args[0], *dot, *or; + struct hlsl_ir_constant *zero, *bfalse; + struct hlsl_ir_load *load; + unsigned int i, count; + + if (arg->data_type->class != HLSL_CLASS_VECTOR && arg->data_type->class != HLSL_CLASS_SCALAR) + { + hlsl_fixme(ctx, loc, "any() implementation for non-vector, non-scalar"); + return false; + } + + if (arg->data_type->base_type == HLSL_TYPE_FLOAT) + { + if (!(zero = hlsl_new_float_constant(ctx, 0.0f, loc))) + return false; + list_add_tail(params->instrs, &zero->node.entry); + + if (!(dot = add_binary_dot_expr(ctx, params->instrs, arg, arg, loc))) + return false; + + return !!add_binary_comparison_expr(ctx, params->instrs, HLSL_OP2_NEQUAL, dot, &zero->node, loc); + } + else if (arg->data_type->base_type == HLSL_TYPE_BOOL) + { + if (!(bfalse = hlsl_new_bool_constant(ctx, false, loc))) + return false; + list_add_tail(params->instrs, &bfalse->node.entry); + + or = &bfalse->node; + + count = hlsl_type_component_count(arg->data_type); + for (i = 0; i < count; ++i) + { + if (!(load = add_load_component(ctx, params->instrs, arg, i, loc))) + return false; + + if (!(or = add_binary_bitwise_expr(ctx, params->instrs, HLSL_OP2_BIT_OR, or, &load->node, loc))) + return false; + } + + return true; + } + + hlsl_fixme(ctx, loc, "any() implementation for non-float, non-bool"); + return false; +} + /* 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, @@ -3290,6 +3340,7 @@ intrinsic_functions[] = /* Note: these entries should be kept in alphabetical order. */ {"abs", 1, true, intrinsic_abs}, {"all", 1, true, intrinsic_all}, + {"any", 1, true, intrinsic_any}, {"asuint", -1, true, intrinsic_asuint}, {"clamp", 3, true, intrinsic_clamp}, {"cos", 1, true, intrinsic_cos},
From: Ethan Lee flibitijibibo@gmail.com
Currently only tests float and bool, scalar and vector.
Signed-off-by: Ethan Lee flibitijibibo@gmail.com --- Makefile.am | 1 + tests/any.shader_test | 124 ++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 125 insertions(+) create mode 100644 tests/any.shader_test
diff --git a/Makefile.am b/Makefile.am index bff65a85..8cbd9662 100644 --- a/Makefile.am +++ b/Makefile.am @@ -44,6 +44,7 @@ vkd3d_cross_tests = \ vkd3d_shader_tests = \ tests/abs.shader_test \ tests/all.shader_test \ + tests/any.shader_test \ tests/arithmetic-float.shader_test \ tests/arithmetic-float-uniform.shader_test \ tests/arithmetic-int.shader_test \ diff --git a/tests/any.shader_test b/tests/any.shader_test new file mode 100644 index 00000000..0ab1db41 --- /dev/null +++ b/tests/any.shader_test @@ -0,0 +1,124 @@ +[require] +shader model >= 4.0 + +[pixel shader] +uniform float4 f; + +float4 main() : sv_target +{ + return any(f); +} + +[test] +uniform 0 float4 1.0 1.0 1.0 1.0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[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) + +[test] +uniform 0 float4 0.0 1.0 0.0 0.0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[test] +uniform 0 float4 0.0 0.0 1.0 0.0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[test] +uniform 0 float4 0.0 0.0 0.0 1.0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[test] +uniform 0 float4 0.0 0.0 0.0 0.0 +draw quad +probe all rgba (0.0, 0.0, 0.0, 0.0) + +[test] +uniform 0 float4 -1.0 -1.0 -1.0 -1.0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[pixel shader] +uniform float f; + +float4 main() : sv_target +{ + return any(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) + +[test] +uniform 0 float4 0.0 0.0 0.0 0.0 +draw quad +probe all rgba (0.0, 0.0, 0.0, 0.0) + +[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) + +[pixel shader] +uniform bool4 b; + +float4 main() : sv_target +{ + return any(b); +} + +[test] +uniform 0 uint4 1 1 1 1 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[test] +uniform 0 uint4 1 0 0 0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[test] +uniform 0 uint4 0 1 0 0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[test] +uniform 0 uint4 0 0 1 0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[test] +uniform 0 uint4 0 0 0 1 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[test] +uniform 0 uint4 0 0 0 0 +draw quad +probe all rgba (0.0, 0.0, 0.0, 0.0) + +[pixel shader] +uniform bool b; + +float4 main() : sv_target +{ + return any(b); +} + +[test] +uniform 0 uint4 1 0 0 0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0) + +[test] +uniform 0 uint4 0 0 0 0 +draw quad +probe all rgba (0.0, 0.0, 0.0, 0.0)
Zebediah Figura (@zfigura) commented about tests/any.shader_test:
+uniform float4 f;
+float4 main() : sv_target +{
- return any(f);
+}
+[test] +uniform 0 float4 1.0 1.0 1.0 1.0 +draw quad +probe all rgba (1.0, 1.0, 1.0, 1.0)
+[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)
You can collapse these into the same block; no need to repeat [test] every time.
Zebediah Figura (@zfigura) commented about tests/any.shader_test:
+[require] +shader model >= 4.0
We only want to impose restrictions where necessary. In this case it should be sufficient to put this before the bool tests.