Commit aba44400 by John Kessenich Committed by GitHub

Merge pull request #567 from steve-lunarg/compare-fix

HLSL: Enable component-wise vector comparisons from operators
parents 850ac062 85244d74
......@@ -18,7 +18,8 @@ gl_FragCoord origin is upper left
0:4 No loop body
0:5 Loop with condition not tested first
0:5 Loop Condition
0:5 Compare Equal (temp bool)
0:5 all (global bool)
0:5 Equal (temp 4-component vector of bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Loop Body
......@@ -54,7 +55,8 @@ gl_FragCoord origin is upper left
0:4 No loop body
0:5 Loop with condition not tested first
0:5 Loop Condition
0:5 Compare Equal (temp bool)
0:5 all (global bool)
0:5 Equal (temp 4-component vector of bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 Loop Body
......
......@@ -19,14 +19,16 @@ gl_FragCoord origin is upper left
0:? Sequence
0:5 Loop with condition tested first
0:5 Loop Condition
0:5 Compare Not Equal (temp bool)
0:5 any (global bool)
0:5 NotEqual (temp 4-component vector of bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 No loop body
0:? Sequence
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 Compare Not Equal (temp bool)
0:6 any (global bool)
0:6 NotEqual (temp 4-component vector of bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Loop Body
......@@ -42,7 +44,8 @@ gl_FragCoord origin is upper left
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop with condition tested first
0:7 Loop Condition
0:7 Compare Not Equal (temp bool)
0:7 any (global bool)
0:7 NotEqual (temp 4-component vector of bool)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop Body
......@@ -141,14 +144,16 @@ gl_FragCoord origin is upper left
0:? Sequence
0:5 Loop with condition tested first
0:5 Loop Condition
0:5 Compare Not Equal (temp bool)
0:5 any (global bool)
0:5 NotEqual (temp 4-component vector of bool)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 'input' (layout(location=0 ) in 4-component vector of float)
0:5 No loop body
0:? Sequence
0:6 Loop with condition tested first
0:6 Loop Condition
0:6 Compare Not Equal (temp bool)
0:6 any (global bool)
0:6 NotEqual (temp 4-component vector of bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 Loop Body
......@@ -164,7 +169,8 @@ gl_FragCoord origin is upper left
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop with condition tested first
0:7 Loop Condition
0:7 Compare Not Equal (temp bool)
0:7 any (global bool)
0:7 NotEqual (temp 4-component vector of bool)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 'input' (layout(location=0 ) in 4-component vector of float)
0:7 Loop Body
......
......@@ -8,7 +8,8 @@ gl_FragCoord origin is upper left
0:? Sequence
0:3 Test condition and select (temp void)
0:3 Condition
0:3 Compare Equal (temp bool)
0:3 all (global bool)
0:3 Equal (temp 4-component vector of bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 true case
......@@ -19,7 +20,8 @@ gl_FragCoord origin is upper left
0:4 Branch: Return
0:6 Test condition and select (temp void)
0:6 Condition
0:6 Compare Equal (temp bool)
0:6 all (global bool)
0:6 Equal (temp 4-component vector of bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 true case
......@@ -37,19 +39,22 @@ gl_FragCoord origin is upper left
0:9 Branch: Return
0:11 Test condition and select (temp void)
0:11 Condition
0:11 Compare Equal (temp bool)
0:11 all (global bool)
0:11 Equal (temp 4-component vector of bool)
0:11 'input' (layout(location=0 ) in 4-component vector of float)
0:11 'input' (layout(location=0 ) in 4-component vector of float)
0:11 true case is null
0:14 Test condition and select (temp void)
0:14 Condition
0:14 Compare Equal (temp bool)
0:14 all (global bool)
0:14 Equal (temp 4-component vector of bool)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 true case is null
0:19 Test condition and select (temp void)
0:19 Condition
0:19 Compare Equal (temp bool)
0:19 all (global bool)
0:19 Equal (temp 4-component vector of bool)
0:19 'input' (layout(location=0 ) in 4-component vector of float)
0:19 'input' (layout(location=0 ) in 4-component vector of float)
0:19 true case
......@@ -61,7 +66,8 @@ gl_FragCoord origin is upper left
0:20 Branch: Return
0:23 Test condition and select (temp void)
0:23 Condition
0:23 Compare Equal (temp bool)
0:23 all (global bool)
0:23 Equal (temp 4-component vector of bool)
0:23 'input' (layout(location=0 ) in 4-component vector of float)
0:23 'input' (layout(location=0 ) in 4-component vector of float)
0:23 true case
......@@ -109,7 +115,8 @@ gl_FragCoord origin is upper left
0:? Sequence
0:3 Test condition and select (temp void)
0:3 Condition
0:3 Compare Equal (temp bool)
0:3 all (global bool)
0:3 Equal (temp 4-component vector of bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 true case
......@@ -120,7 +127,8 @@ gl_FragCoord origin is upper left
0:4 Branch: Return
0:6 Test condition and select (temp void)
0:6 Condition
0:6 Compare Equal (temp bool)
0:6 all (global bool)
0:6 Equal (temp 4-component vector of bool)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 'input' (layout(location=0 ) in 4-component vector of float)
0:6 true case
......@@ -138,19 +146,22 @@ gl_FragCoord origin is upper left
0:9 Branch: Return
0:11 Test condition and select (temp void)
0:11 Condition
0:11 Compare Equal (temp bool)
0:11 all (global bool)
0:11 Equal (temp 4-component vector of bool)
0:11 'input' (layout(location=0 ) in 4-component vector of float)
0:11 'input' (layout(location=0 ) in 4-component vector of float)
0:11 true case is null
0:14 Test condition and select (temp void)
0:14 Condition
0:14 Compare Equal (temp bool)
0:14 all (global bool)
0:14 Equal (temp 4-component vector of bool)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 'input' (layout(location=0 ) in 4-component vector of float)
0:14 true case is null
0:19 Test condition and select (temp void)
0:19 Condition
0:19 Compare Equal (temp bool)
0:19 all (global bool)
0:19 Equal (temp 4-component vector of bool)
0:19 'input' (layout(location=0 ) in 4-component vector of float)
0:19 'input' (layout(location=0 ) in 4-component vector of float)
0:19 true case
......@@ -162,7 +173,8 @@ gl_FragCoord origin is upper left
0:20 Branch: Return
0:23 Test condition and select (temp void)
0:23 Condition
0:23 Compare Equal (temp bool)
0:23 all (global bool)
0:23 Equal (temp 4-component vector of bool)
0:23 'input' (layout(location=0 ) in 4-component vector of float)
0:23 'input' (layout(location=0 ) in 4-component vector of float)
0:23 true case
......
......@@ -58,38 +58,40 @@ gl_FragCoord origin is upper left
0:13 'MyVal' (temp 3-component vector of float)
0:13 Construct vec3 (temp 3-component vector of float)
0:13 'V' (temp float)
0:16 Compare Greater Than (temp bool)
0:16 Compare Greater Than (temp 3-component vector of bool)
0:16 'foo' (temp 3-component vector of float)
0:16 Constant:
0:16 4.000000
0:16 4.000000
0:16 4.000000
0:17 Compare Greater Than or Equal (temp bool)
0:17 Compare Greater Than or Equal (temp 3-component vector of bool)
0:17 'foo' (temp 3-component vector of float)
0:17 Constant:
0:17 5.000000
0:17 5.000000
0:17 5.000000
0:18 Compare Less Than (temp bool)
0:18 Compare Less Than (temp 3-component vector of bool)
0:18 Constant:
0:18 6.000000
0:18 6.000000
0:18 6.000000
0:18 'foo' (temp 3-component vector of float)
0:19 Compare Less Than or Equal (temp bool)
0:19 Compare Less Than or Equal (temp 3-component vector of bool)
0:19 Constant:
0:19 7.000000
0:19 7.000000
0:19 7.000000
0:19 'foo' (temp 3-component vector of float)
0:21 Compare Equal (temp bool)
0:21 all (global bool)
0:21 Equal (temp 4-component vector of bool)
0:21 Construct vec4 (temp 4-component vector of float)
0:21 direct index (temp float)
0:21 'v' (temp 4-component vector of float)
0:21 Constant:
0:21 0 (const int)
0:21 'v' (temp 4-component vector of float)
0:22 Compare Not Equal (temp bool)
0:22 any (global bool)
0:22 NotEqual (temp 4-component vector of bool)
0:22 Construct vec4 (temp 4-component vector of float)
0:22 'f' (in float)
0:22 'v' (temp 4-component vector of float)
......@@ -173,38 +175,40 @@ gl_FragCoord origin is upper left
0:13 'MyVal' (temp 3-component vector of float)
0:13 Construct vec3 (temp 3-component vector of float)
0:13 'V' (temp float)
0:16 Compare Greater Than (temp bool)
0:16 Compare Greater Than (temp 3-component vector of bool)
0:16 'foo' (temp 3-component vector of float)
0:16 Constant:
0:16 4.000000
0:16 4.000000
0:16 4.000000
0:17 Compare Greater Than or Equal (temp bool)
0:17 Compare Greater Than or Equal (temp 3-component vector of bool)
0:17 'foo' (temp 3-component vector of float)
0:17 Constant:
0:17 5.000000
0:17 5.000000
0:17 5.000000
0:18 Compare Less Than (temp bool)
0:18 Compare Less Than (temp 3-component vector of bool)
0:18 Constant:
0:18 6.000000
0:18 6.000000
0:18 6.000000
0:18 'foo' (temp 3-component vector of float)
0:19 Compare Less Than or Equal (temp bool)
0:19 Compare Less Than or Equal (temp 3-component vector of bool)
0:19 Constant:
0:19 7.000000
0:19 7.000000
0:19 7.000000
0:19 'foo' (temp 3-component vector of float)
0:21 Compare Equal (temp bool)
0:21 all (global bool)
0:21 Equal (temp 4-component vector of bool)
0:21 Construct vec4 (temp 4-component vector of float)
0:21 direct index (temp float)
0:21 'v' (temp 4-component vector of float)
0:21 Constant:
0:21 0 (const int)
0:21 'v' (temp 4-component vector of float)
0:22 Compare Not Equal (temp bool)
0:22 any (global bool)
0:22 NotEqual (temp 4-component vector of bool)
0:22 Construct vec4 (temp 4-component vector of float)
0:22 'f' (in float)
0:22 'v' (temp 4-component vector of float)
......@@ -227,7 +231,7 @@ gl_FragCoord origin is upper left
// Module Version 10000
// Generated by (magic number): 80001
// Id's are bound by 84
// Id's are bound by 85
Capability Shader
1: ExtInstImport "GLSL.std.450"
......@@ -244,7 +248,7 @@ gl_FragCoord origin is upper left
Name 33 "V"
Name 34 "MyVal"
Name 37 "foo"
Name 69 "f1"
Name 70 "f1"
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
......@@ -266,15 +270,16 @@ gl_FragCoord origin is upper left
39: 6(float) Constant 1082130432
40: 22(fvec3) ConstantComposite 39 39 39
41: TypeBool
44: 6(float) Constant 1084227584
45: 22(fvec3) ConstantComposite 44 44 44
47: 6(float) Constant 1086324736
48: 22(fvec3) ConstantComposite 47 47 47
51: 6(float) Constant 1088421888
52: 22(fvec3) ConstantComposite 51 51 51
55: TypeInt 32 0
56: 55(int) Constant 0
61: TypeVector 41(bool) 4
42: TypeVector 41(bool) 3
45: 6(float) Constant 1084227584
46: 22(fvec3) ConstantComposite 45 45 45
48: 6(float) Constant 1086324736
49: 22(fvec3) ConstantComposite 48 48 48
52: 6(float) Constant 1088421888
53: 22(fvec3) ConstantComposite 52 52 52
56: TypeInt 32 0
57: 56(int) Constant 0
62: TypeVector 41(bool) 4
4(main): 2 Function None 3
5: Label
FunctionEnd
......@@ -288,7 +293,7 @@ gl_FragCoord origin is upper left
33(V): 9(ptr) Variable Function
34(MyVal): 23(ptr) Variable Function
37(foo): 23(ptr) Variable Function
69(f1): 9(ptr) Variable Function
70(f1): 9(ptr) Variable Function
Store 15(v) 17
Store 15(v) 19
20: 6(float) Load 12(f)
......@@ -305,35 +310,35 @@ gl_FragCoord origin is upper left
36: 22(fvec3) CompositeConstruct 35 35 35
Store 34(MyVal) 36
38: 22(fvec3) Load 37(foo)
42: 41(bool) FOrdGreaterThan 38 40
43: 22(fvec3) Load 37(foo)
46: 41(bool) FOrdGreaterThanEqual 43 45
49: 22(fvec3) Load 37(foo)
50: 41(bool) FOrdLessThan 48 49
53: 22(fvec3) Load 37(foo)
54: 41(bool) FOrdLessThanEqual 52 53
57: 9(ptr) AccessChain 15(v) 56
58: 6(float) Load 57
59: 7(fvec4) CompositeConstruct 58 58 58 58
60: 7(fvec4) Load 15(v)
62: 61(bvec4) FOrdEqual 59 60
63: 41(bool) All 62
64: 6(float) Load 12(f)
65: 7(fvec4) CompositeConstruct 64 64 64 64
66: 7(fvec4) Load 15(v)
67: 61(bvec4) FOrdNotEqual 65 66
68: 41(bool) Any 67
70: 6(float) Load 69(f1)
71: 7(fvec4) Load 15(v)
72: 6(float) CompositeExtract 71 0
73: 41(bool) FOrdEqual 70 72
74: 7(fvec4) Load 15(v)
75: 6(float) CompositeExtract 74 0
76: 6(float) Load 69(f1)
77: 41(bool) FOrdLessThan 75 76
78: 6(float) Load 69(f1)
79: 6(float) Load 69(f1)
80: 22(fvec3) CompositeConstruct 79 79 79
81: 7(fvec4) Load 11(input)
ReturnValue 81
43: 42(bvec3) FOrdGreaterThan 38 40
44: 22(fvec3) Load 37(foo)
47: 42(bvec3) FOrdGreaterThanEqual 44 46
50: 22(fvec3) Load 37(foo)
51: 42(bvec3) FOrdLessThan 49 50
54: 22(fvec3) Load 37(foo)
55: 42(bvec3) FOrdLessThanEqual 53 54
58: 9(ptr) AccessChain 15(v) 57
59: 6(float) Load 58
60: 7(fvec4) CompositeConstruct 59 59 59 59
61: 7(fvec4) Load 15(v)
63: 62(bvec4) FOrdEqual 60 61
64: 41(bool) All 63
65: 6(float) Load 12(f)
66: 7(fvec4) CompositeConstruct 65 65 65 65
67: 7(fvec4) Load 15(v)
68: 62(bvec4) FOrdNotEqual 66 67
69: 41(bool) Any 68
71: 6(float) Load 70(f1)
72: 7(fvec4) Load 15(v)
73: 6(float) CompositeExtract 72 0
74: 41(bool) FOrdEqual 71 73
75: 7(fvec4) Load 15(v)
76: 6(float) CompositeExtract 75 0
77: 6(float) Load 70(f1)
78: 41(bool) FOrdLessThan 76 77
79: 6(float) Load 70(f1)
80: 6(float) Load 70(f1)
81: 22(fvec3) CompositeConstruct 80 80 80
82: 7(fvec4) Load 11(input)
ReturnValue 82
FunctionEnd
......@@ -8,7 +8,8 @@ gl_FragCoord origin is upper left
0:? Sequence
0:3 Loop with condition tested first
0:3 Loop Condition
0:3 Compare Not Equal (temp bool)
0:3 any (global bool)
0:3 NotEqual (temp 4-component vector of bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Loop Body
......@@ -50,7 +51,8 @@ gl_FragCoord origin is upper left
0:? Sequence
0:3 Loop with condition tested first
0:3 Loop Condition
0:3 Compare Not Equal (temp bool)
0:3 any (global bool)
0:3 NotEqual (temp 4-component vector of bool)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 'input' (layout(location=0 ) in 4-component vector of float)
0:3 Loop Body
......
uniform float4 uf4;
void Bug1( float4 a )
{
float4 v04 = float4( 0.0, 0.0, 0.0, 0.0 );
float v01 = 0.0;
bool4 r00 = a == v04;
bool4 r01 = a != v04;
bool4 r02 = a < v04;
bool4 r03 = a > v04;
bool4 r10 = a == v01;
bool4 r11 = a != v01;
bool4 r12 = a < v01;
bool4 r13 = a > v01;
bool4 r20 = v01 == a;
bool4 r21 = v01 != a;
bool4 r22 = v01 < a;
bool4 r23 = v01 > a;
}
struct PS_OUTPUT
{
float4 Color : SV_Target0;
};
PS_OUTPUT main()
{
PS_OUTPUT psout;
psout.Color = 0;
return psout;
}
......@@ -2,5 +2,5 @@ float4 PixelShaderFunction(float4 input) : COLOR0
{
[unroll] do {} while (false);
[unroll] do {;} while (false);
do { return input; } while (input == input);
do { return input; } while (all(input == input));
}
......@@ -2,9 +2,9 @@ float4 PixelShaderFunction(float4 input) : COLOR0
{
for (;;) ;
for (++input; ; ) ;
[unroll] for (; input != input; ) {}
for (; input != input; ) { return -input; }
for (--input; input != input; input += 2) { return -input; }
[unroll] for (; any(input != input); ) {}
for (; any(input != input); ) { return -input; }
for (--input; any(input != input); input += 2) { return -input; }
for (;;) if (input.x > 2.0) break;
for (;;) if (input.x > 2.0) continue;
float ii;
......
float4 PixelShaderFunction(float4 input) : COLOR0
{
if (input == input)
if (all(input == input))
return input;
if (input == input)
if (all(input == input))
return input;
else
return -input;
if (input == input)
if (all(input == input))
;
if (input == input)
if (all(input == input))
;
else
;
[flatten] if (input == input) {
[flatten] if (all(input == input)) {
return input;
}
if (input == input) {
if (all(input == input)) {
return input;
} else {
return -input;
......
......@@ -18,8 +18,8 @@ float4 PixelShaderFunction(float4 input, float f) : COLOR0
6.0 < foo;
7.0 <= foo;
v.x == v;
f != v;
all(v.x == v);
any(f != v);
float1 f1;
......
float4 PixelShaderFunction(float4 input) : COLOR0
{
while (input != input) { return input; }
while (any(input != input)) { return input; }
while (false) ;
[unroll] while (false) { }
while ((false)) { }
......
......@@ -1892,13 +1892,26 @@ bool TIntermediate::promoteBinary(TIntermBinary& node)
// Relational comparisons need numeric types and will promote to scalar Boolean.
if (left->getBasicType() == EbtBool)
return false;
node.setType(TType(EbtBool));
node.setType(TType(EbtBool, EvqTemporary, left->getVectorSize()));
break;
case EOpEqual:
case EOpNotEqual:
if (getSource() == EShSourceHlsl) {
const int resultWidth = std::max(left->getVectorSize(), right->getVectorSize());
// In HLSL, == or != on vectors means component-wise comparison.
if (resultWidth > 1) {
op = (op == EOpEqual) ? EOpVectorEqual : EOpVectorNotEqual;
node.setOp(op);
}
node.setType(TType(EbtBool, EvqTemporary, resultWidth));
} else {
// All the above comparisons result in a bool (but not the vector compares)
node.setType(TType(EbtBool));
}
break;
case EOpLogicalAnd:
......@@ -1973,6 +1986,8 @@ bool TIntermediate::promoteBinary(TIntermBinary& node)
case EOpEqual:
case EOpNotEqual:
case EOpVectorEqual:
case EOpVectorNotEqual:
case EOpLogicalAnd:
case EOpLogicalOr:
......
......@@ -163,6 +163,8 @@ bool TOutputTraverser::visitBinary(TVisit /* visit */, TIntermBinary* node)
case EOpGreaterThan: out.debug << "Compare Greater Than"; break;
case EOpLessThanEqual: out.debug << "Compare Less Than or Equal"; break;
case EOpGreaterThanEqual: out.debug << "Compare Greater Than or Equal"; break;
case EOpVectorEqual: out.debug << "Equal"; break;
case EOpVectorNotEqual: out.debug << "NotEqual"; break;
case EOpVectorTimesScalar: out.debug << "vector-scale"; break;
case EOpVectorTimesMatrix: out.debug << "vector-times-matrix"; break;
......
......@@ -91,6 +91,7 @@ INSTANTIATE_TEST_CASE_P(
{"hlsl.calculatelod.dx10.frag", "main"},
{"hlsl.calculatelodunclamped.dx10.frag", "main"},
{"hlsl.cast.frag", "PixelShaderFunction"},
{"hlsl.comparison.vec.frag", "main"},
{"hlsl.conditional.frag", "PixelShaderFunction"},
{"hlsl.constructexpr.frag", "main"},
{"hlsl.depthGreater.frag", "PixelShaderFunction"},
......
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