vkd3d-shader/hlsl: Lower non-constant row_major matrix loads for SM1.

This commit is contained in:
Francisco Casas 2024-07-24 17:46:04 -04:00 committed by Henri Verbeet
parent 87f01f5205
commit 016be7e591
Notes: Henri Verbeet 2024-08-08 23:47:10 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/936
2 changed files with 14 additions and 13 deletions

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@ -2633,8 +2633,9 @@ static bool validate_nonconstant_vector_store_derefs(struct hlsl_ctx *ctx, struc
return false; return false;
} }
/* This pass flattens array loads that include the indexing of a non-constant index into multiple /* This pass flattens array (and row_major matrix) loads that include the indexing of a non-constant
* constant loads, where the value of only one of them ends up in the resulting node. * index into multiple constant loads, where the value of only one of them ends up in the resulting
* node.
* This is achieved through a synthetic variable. The non-constant index is compared for equality * This is achieved through a synthetic variable. The non-constant index is compared for equality
* with every possible value it can have within the array bounds, and the ternary operator is used * with every possible value it can have within the array bounds, and the ternary operator is used
* to update the value of the synthetic var when the equality check passes. */ * to update the value of the synthetic var when the equality check passes. */
@ -2643,11 +2644,12 @@ static bool lower_nonconstant_array_loads(struct hlsl_ctx *ctx, struct hlsl_ir_n
{ {
struct hlsl_constant_value zero_value = {0}; struct hlsl_constant_value zero_value = {0};
struct hlsl_ir_node *cut_index, *zero, *store; struct hlsl_ir_node *cut_index, *zero, *store;
unsigned int i, i_cut, element_count;
const struct hlsl_deref *deref; const struct hlsl_deref *deref;
struct hlsl_type *cut_type; struct hlsl_type *cut_type;
struct hlsl_ir_load *load; struct hlsl_ir_load *load;
struct hlsl_ir_var *var; struct hlsl_ir_var *var;
unsigned int i, i_cut; bool row_major;
if (instr->type != HLSL_IR_LOAD) if (instr->type != HLSL_IR_LOAD)
return false; return false;
@ -2674,13 +2676,10 @@ static bool lower_nonconstant_array_loads(struct hlsl_ctx *ctx, struct hlsl_ir_n
for (i = 0; i < i_cut; ++i) for (i = 0; i < i_cut; ++i)
cut_type = hlsl_get_element_type_from_path_index(ctx, cut_type, deref->path[i].node); cut_type = hlsl_get_element_type_from_path_index(ctx, cut_type, deref->path[i].node);
if (cut_type->class != HLSL_CLASS_ARRAY) row_major = hlsl_type_is_row_major(cut_type);
{ VKD3D_ASSERT(cut_type->class == HLSL_CLASS_ARRAY || row_major);
VKD3D_ASSERT(hlsl_type_is_row_major(cut_type));
return false;
}
if (!(var = hlsl_new_synthetic_var(ctx, "array_load", instr->data_type, &instr->loc))) if (!(var = hlsl_new_synthetic_var(ctx, row_major ? "row_major-load" : "array-load", instr->data_type, &instr->loc)))
return false; return false;
if (!(zero = hlsl_new_constant(ctx, instr->data_type, &zero_value, &instr->loc))) if (!(zero = hlsl_new_constant(ctx, instr->data_type, &zero_value, &instr->loc)))
@ -2691,8 +2690,10 @@ static bool lower_nonconstant_array_loads(struct hlsl_ctx *ctx, struct hlsl_ir_n
return false; return false;
hlsl_block_add_instr(block, store); hlsl_block_add_instr(block, store);
TRACE("Lowering non-constant array load on variable '%s'.\n", deref->var->name); TRACE("Lowering non-constant %s load on variable '%s'.\n", row_major ? "row_major" : "array", deref->var->name);
for (i = 0; i < cut_type->e.array.elements_count; ++i)
element_count = hlsl_type_element_count(cut_type);
for (i = 0; i < element_count; ++i)
{ {
struct hlsl_type *btype = hlsl_get_scalar_type(ctx, HLSL_TYPE_BOOL); struct hlsl_type *btype = hlsl_get_scalar_type(ctx, HLSL_TYPE_BOOL);
struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS] = {0}; struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS] = {0};

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@ -124,7 +124,7 @@ todo(glsl) draw quad
probe (0, 0) rgba (8, 9, 10, 11) probe (0, 0) rgba (8, 9, 10, 11)
[pixel shader todo(sm<4)] [pixel shader]
uniform float i; uniform float i;
float4 main() : sv_target float4 main() : sv_target
@ -136,5 +136,5 @@ float4 main() : sv_target
[test] [test]
uniform 0 float 3 uniform 0 float 3
todo(sm<4 | glsl) draw quad todo(glsl) draw quad
probe (0, 0) rgba (12, 13, 14, 15) probe (0, 0) rgba (12, 13, 14, 15)