vkd3d-shader/hlsl: Improve support for logarithmic functions.
Merge request reports
Activity
- tests/log.shader_test 0 → 100644
1 [pixel shader] 2 uniform float4 x; 3 4 float4 main() : sv_target 5 { 6 return log2(x); 7 } 8 9 [test] 10 uniform 0 float4 2.0 4.0 5.0 0.4 added 35 commits
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- cf60c0df - vkd3d-shader/hlsl: Write 'log' instruction for SM1.
- 8f429deb - vkd3d-shader/hlsl: Support log2() intrinsic.
- 815d958e - vkd3d-shader/hlsl: Support log10() intrinsic.
- 8f33e59e - vkd3d-shader/hlsl: Support log() intrinsic.
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0f446e03...d86db8bc - 31 commits from branch
I think that
log()
should at least have one test.Edited by Francisco Casas
In the implementations of the
log2()
,log10()
, andlog()
intrinsics, while, for a single argument,elementwise_intrinsic_float_convert_args()
andintrinsic_float_convert_arg()
do the same thing, the internal logic of the former is more complex than the latter, so, I think that for intrinsics with a single argument, it makes more sense to use the latter.
added 19 commits
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8f33e59e...5f904e50 - 15 commits from branch
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- 98c8d722 - vkd3d-shader/hlsl: Write 'log' instruction for SM1.
- dfa932fe - vkd3d-shader/hlsl: Support log2() intrinsic.
- 92fd38dc - vkd3d-shader/hlsl: Support log10() intrinsic.
- 5c6422c6 - vkd3d-shader/hlsl: Support log() intrinsic.
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8f33e59e...5f904e50 - 15 commits from branch
added 57 commits
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5c6422c6...57d92a15 - 53 commits from branch
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- e796c1ce - vkd3d-shader/hlsl: Write 'log' instruction for SM1.
- 91bdc1fa - vkd3d-shader/hlsl: Support log2() intrinsic.
- 5b6687d1 - vkd3d-shader/hlsl: Support log10() intrinsic.
- e3e90aad - vkd3d-shader/hlsl: Support log() intrinsic.
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5c6422c6...57d92a15 - 53 commits from branch
added 45 commits
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e3e90aad...616c4bf5 - 41 commits from branch
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- 230203e4 - vkd3d-shader/hlsl: Write 'log' instruction for SM1.
- 9b52068e - vkd3d-shader/hlsl: Support log2() intrinsic.
- 64937cb6 - vkd3d-shader/hlsl: Support log10() intrinsic.
- eb6f0004 - vkd3d-shader/hlsl: Support log() intrinsic.
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e3e90aad...616c4bf5 - 41 commits from branch
Anything else I should do here? Question from !89 (comment 23902) I believe was answered.
For SM4+ it will results in nans, for older versions it will abs() input.
Yes, but that is part of what makes this useful to test.
Somewhat similarly, there are other known (and likely some unknown) differences in behaviour between the different shader models. It's helpful for shader_runner to be able to handle those for the cases we care about.