Implement the ddx_fine
HLSL Function
#99098
Labels
backend:DirectX
backend:SPIR-V
bot:HLSL
HLSL
HLSL Language Support
metabug
Issue to collect references to a group of similar or related issues.
ddx_fine
clang builtin,ddx_fine
clang builtin withhlsl_intrinsics.h
ddx_fine
toCheckHLSLBuiltinFunctionCall
inSemaChecking.cpp
ddx_fine
toEmitHLSLBuiltinExpr
inCGBuiltin.cpp
clang/test/CodeGenHLSL/builtins/ddx_fine.hlsl
clang/test/SemaHLSL/BuiltIns/ddx_fine-errors.hlsl
int_dx_ddx_fine
intrinsic inIntrinsicsDirectX.td
DXILOpMapping
ofint_dx_ddx_fine
to85
inDXIL.td
ddx_fine.ll
andddx_fine_errors.ll
tests inllvm/test/CodeGen/DirectX/
int_spv_ddx_fine
intrinsic inIntrinsicsSPIRV.td
ddx_fine
lowering and map it toint_spv_ddx_fine
inSPIRVInstructionSelector::selectIntrinsic
.llvm/test/CodeGen/SPIRV/hlsl-intrinsics/ddx_fine.ll
DirectX
SPIR-V
OpDPdxFine:
Description:
Result is the partial derivative of P with respect to the window x
coordinate.Uses local differencing based on the value of P for the
current fragment and its immediate neighbor(s).
Result Type must be a scalar or vector of floating-point
type using the IEEE 754 encoding. The component width must
be 32 bits.
The type of P must be the same as Result Type. P is the value to
take the derivative of.
This instruction is only valid in the Fragment Execution
Model.
Capability:
DerivativeControl
4
210
<id>
Result Type
Result <id>
<id>
P
Test Case(s)
Example 1
HLSL:
Computes a high precision partial derivative with respect to the screen-space x-coordinate.
Syntax
Parameters
value [in]
Type: float
The input value.
Return value
Type: float
The high precision partial derivative of value.
Remarks
The following overloaded versions are also available:
Minimum Shader Model
This function is supported in the following shader models.
This function is supported in the following types of shaders:
See also
Intrinsic Functions
Shader Model 5
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