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internal/shaderir: bug fix: float4x4(x) initialized all the components unexpectedly
See https://docs.microsoft.com/en-us/windows/win32/direct3d9/casting-and-conversion#parameter-value-modifiers Updates #1007
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@ -1,6 +1,6 @@
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void F0(in float4 l0, out float4 l1) {
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float4 l2 = 0.0;
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l2 = mul(l0, (float4x4)(1.0));
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l2 = mul(l0, float4x4FromScalar(1.0));
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l1 = l2;
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return;
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}
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@ -71,6 +71,18 @@ float3 mod(float3 x, float3 y) {
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float4 mod(float4 x, float4 y) {
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return x - y * floor(x/y);
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}
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float2x2 float2x2FromScalar(float x) {
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return float2x2(x, 0, 0, x);
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}
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float3x3 float3x3FromScalar(float x) {
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return float3x3(x, 0, 0, 0, x, 0, 0, 0, x);
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}
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float4x4 float4x4FromScalar(float x) {
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return float4x4(x, 0, 0, 0, 0, x, 0, 0, 0, 0, x, 0, 0, 0, 0, x);
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}`
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func Compile(p *shaderir.Program) (string, []int) {
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@ -396,10 +408,19 @@ func (c *compileContext) block(p *shaderir.Program, topBlock, block *shaderir.Bl
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// Use casting. For example, `float4(1)` doesn't work.
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return fmt.Sprintf("(%s)(%s)", expr(&e.Exprs[0]), args[0])
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}
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case shaderir.Mat2F, shaderir.Mat3F, shaderir.Mat4F:
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case shaderir.Mat2F:
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if len(args) == 1 {
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// Use casting. For example, `float4x4(1)` doesn't work.
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return fmt.Sprintf("(%s)(%s)", expr(&e.Exprs[0]), args[0])
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// In HSLS, casting a scalar to a matrix initializes all the components.
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// There seems no easy way to have an identity matrix.
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return fmt.Sprintf("float2x2FromScalar(%s)", args[0])
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}
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case shaderir.Mat3F:
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if len(args) == 1 {
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return fmt.Sprintf("float3x3FromScalar(%s)", args[0])
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}
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case shaderir.Mat4F:
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if len(args) == 1 {
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return fmt.Sprintf("float4x4FromScalar(%s)", args[0])
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}
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case shaderir.Texture2DF:
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return fmt.Sprintf("%s.Sample(samp, %s)", args[0], strings.Join(args[1:], ", "))
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