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vkd3d-shader/ir: Split handling loops when emitting a structured program.
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commit
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Notes:
Alexandre Julliard
2024-04-15 22:22:40 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Conor McCarthy (@cmccarthy) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/778
@ -2917,7 +2917,7 @@ struct vsir_cfg_structure
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union
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{
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struct vsir_block *block;
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struct
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struct vsir_cfg_structure_loop
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{
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struct vsir_cfg_structure_list body;
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unsigned idx;
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@ -4441,6 +4441,9 @@ static enum vkd3d_result vsir_cfg_optimize(struct vsir_cfg *cfg)
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return ret;
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}
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static enum vkd3d_result vsir_cfg_structure_list_emit(struct vsir_cfg *cfg,
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struct vsir_cfg_structure_list *list, unsigned int loop_idx);
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static enum vkd3d_result vsir_cfg_structure_list_emit_block(struct vsir_cfg *cfg,
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struct vsir_block *block)
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{
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@ -4458,6 +4461,81 @@ static enum vkd3d_result vsir_cfg_structure_list_emit_block(struct vsir_cfg *cfg
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return VKD3D_OK;
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}
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static enum vkd3d_result vsir_cfg_structure_list_emit_loop(struct vsir_cfg *cfg,
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struct vsir_cfg_structure_loop *loop, unsigned int loop_idx)
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{
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struct vsir_cfg_emit_target *target = cfg->target;
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const struct vkd3d_shader_location no_loc = {0};
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enum vkd3d_result ret;
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if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 1))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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vsir_instruction_init(&target->instructions[target->ins_count++], &no_loc, VKD3DSIH_LOOP);
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if ((ret = vsir_cfg_structure_list_emit(cfg, &loop->body, loop->idx)) < 0)
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return ret;
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if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 5))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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vsir_instruction_init(&target->instructions[target->ins_count++], &no_loc, VKD3DSIH_ENDLOOP);
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/* Add a trampoline to implement multilevel jumping depending on the stored
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* jump_target value. */
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if (loop_idx != UINT_MAX)
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{
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/* If the multilevel jump is a `continue' and the target is the loop we're inside
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* right now, then we can finally do the `continue'. */
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const unsigned int outer_continue_target = loop_idx << 1 | 1;
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/* If the multilevel jump is a `continue' to any other target, or if it is a `break'
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* and the target is not the loop we just finished emitting, then it means that
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* we have to reach an outer loop, so we keep breaking. */
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const unsigned int inner_break_target = loop->idx << 1;
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, VKD3DSIH_IEQ, 1, 2))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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dst_param_init_temp_bool(&target->instructions[target->ins_count].dst[0], target->temp_count);
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src_param_init_temp_uint(&target->instructions[target->ins_count].src[0], target->jump_target_temp_idx);
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src_param_init_const_uint(&target->instructions[target->ins_count].src[1], outer_continue_target);
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++target->ins_count;
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, VKD3DSIH_CONTINUEP, 0, 1))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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src_param_init_temp_bool(&target->instructions[target->ins_count].src[0], target->temp_count);
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++target->ins_count;
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++target->temp_count;
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, VKD3DSIH_IEQ, 1, 2))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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dst_param_init_temp_bool(&target->instructions[target->ins_count].dst[0], target->temp_count);
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src_param_init_temp_uint(&target->instructions[target->ins_count].src[0], target->jump_target_temp_idx);
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src_param_init_const_uint(&target->instructions[target->ins_count].src[1], inner_break_target);
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++target->ins_count;
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, VKD3DSIH_BREAKP, 0, 1))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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target->instructions[target->ins_count].flags |= VKD3D_SHADER_CONDITIONAL_OP_Z;
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src_param_init_temp_bool(&target->instructions[target->ins_count].src[0], target->temp_count);
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++target->ins_count;
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++target->temp_count;
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}
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return VKD3D_OK;
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}
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static enum vkd3d_result vsir_cfg_structure_list_emit(struct vsir_cfg *cfg,
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struct vsir_cfg_structure_list *list, unsigned int loop_idx)
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{
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@ -4478,74 +4556,9 @@ static enum vkd3d_result vsir_cfg_structure_list_emit(struct vsir_cfg *cfg,
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break;
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case STRUCTURE_TYPE_LOOP:
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{
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if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 1))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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vsir_instruction_init(&target->instructions[target->ins_count++], &no_loc, VKD3DSIH_LOOP);
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if ((ret = vsir_cfg_structure_list_emit(cfg, &structure->u.loop.body, structure->u.loop.idx)) < 0)
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if ((ret = vsir_cfg_structure_list_emit_loop(cfg, &structure->u.loop, loop_idx)) < 0)
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return ret;
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if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 5))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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vsir_instruction_init(&target->instructions[target->ins_count++], &no_loc, VKD3DSIH_ENDLOOP);
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/* Add a trampoline to implement multilevel jumping depending on the stored
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* jump_target value. */
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if (loop_idx != UINT_MAX)
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{
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/* If the multilevel jump is a `continue' and the target is the loop we're inside
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* right now, then we can finally do the `continue'. */
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const unsigned int outer_continue_target = loop_idx << 1 | 1;
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/* If the multilevel jump is a `continue' to any other target, or if it is a `break'
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* and the target is not the loop we just finished emitting, then it means that
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* we have to reach an outer loop, so we keep breaking. */
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const unsigned int inner_break_target = structure->u.loop.idx << 1;
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, VKD3DSIH_IEQ, 1, 2))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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dst_param_init_temp_bool(&target->instructions[target->ins_count].dst[0], target->temp_count);
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src_param_init_temp_uint(&target->instructions[target->ins_count].src[0], target->jump_target_temp_idx);
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src_param_init_const_uint(&target->instructions[target->ins_count].src[1], outer_continue_target);
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++target->ins_count;
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, VKD3DSIH_CONTINUEP, 0, 1))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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src_param_init_temp_bool(&target->instructions[target->ins_count].src[0], target->temp_count);
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++target->ins_count;
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++target->temp_count;
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, VKD3DSIH_IEQ, 1, 2))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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dst_param_init_temp_bool(&target->instructions[target->ins_count].dst[0], target->temp_count);
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src_param_init_temp_uint(&target->instructions[target->ins_count].src[0], target->jump_target_temp_idx);
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src_param_init_const_uint(&target->instructions[target->ins_count].src[1], inner_break_target);
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++target->ins_count;
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, VKD3DSIH_BREAKP, 0, 1))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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target->instructions[target->ins_count].flags |= VKD3D_SHADER_CONDITIONAL_OP_Z;
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src_param_init_temp_bool(&target->instructions[target->ins_count].src[0], target->temp_count);
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++target->ins_count;
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++target->temp_count;
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}
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break;
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}
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case STRUCTURE_TYPE_SELECTION:
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if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 1))
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