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authorTim Foley <tfoleyNV@users.noreply.github.com>2019-09-18 13:20:22 -0700
committerGitHub <noreply@github.com>2019-09-18 13:20:22 -0700
commita431d4f6da9e463c349c2e3819e87a83c8f2e043 (patch)
tree08c10331608d0483dc89b5a0abd3ed9cc6878a75 /tools/render-test
parenta4c7cf32872c8bb191ee78ed91887a66f0b8b0f1 (diff)
Clean up some behavior of operator% (#1060)
Work on #1059 The `%` operator in the Slang implementation had several issues, and this change tries to address some of them: * Renamed most occurences of "mod" describing this operator to be "rem" for "remainder" to better match its semantics in HLSL * Split the operator into distinct integer and floating-point variants (`IRem` and `FRem`) to simplify having different codegen for the two * Added floating-point variants of `operator%` and `operator%=` to the stdlib. * Added custom C++ codegen for `kIROp_FRem` such that it maps to the standard C/C++ `remainder()` function * Added custom GLSL codegen so that `kIROp_FRem` maps to the GLSL `mod()` function (which isn't correct...) * Added a test case to confirm that D3D11, D3D12, and CPU targets all agree on the definition of floating-point `%` * Fixed `render-test-tool` to allow a negative integer in a `data=...` specification. This didn't end up being used in the final test, but still seems like a good fix. * Added a customized baseline for the Vulkan flavor of that test to confirm that we are *not* compiling correctly to SPIR-V just yet Addressing the correctness of the output for GLSL/SPIR-V will have to come as a later change given that the operation we want is not exposed directly by unextended GLSL.
Diffstat (limited to 'tools/render-test')
-rw-r--r--tools/render-test/shader-input-layout.cpp12
1 files changed, 11 insertions, 1 deletions
diff --git a/tools/render-test/shader-input-layout.cpp b/tools/render-test/shader-input-layout.cpp
index 11c87c0d9..0d13e5ca1 100644
--- a/tools/render-test/shader-input-layout.cpp
+++ b/tools/render-test/shader-input-layout.cpp
@@ -390,13 +390,23 @@ namespace renderer_test
parser.Read("[");
while (!parser.IsEnd() && !parser.LookAhead("]"))
{
+ bool negate = false;
+ if(parser.NextToken().Type == TokenType::OpSub)
+ {
+ parser.ReadToken();
+ negate = true;
+ }
+
if (parser.NextToken().Type == TokenType::IntLiteral)
{
- entry.bufferData.add(parser.ReadUInt());
+ uint32_t val = parser.ReadUInt();
+ if(negate) val = uint32_t(-int32_t(val));
+ entry.bufferData.add(val);
}
else
{
auto floatNum = parser.ReadFloat();
+ if(negate) floatNum = -floatNum;
entry.bufferData.add(*(unsigned int*)&floatNum);
}
}