vkd3d-shader/ir: Split handling loops when emitting a structured program.

This commit is contained in:
Giovanni Mascellani 2024-04-10 17:20:05 +02:00 committed by Alexandre Julliard
parent 5e42f6779a
commit 052df4d693
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

View File

@ -2917,7 +2917,7 @@ struct vsir_cfg_structure
union union
{ {
struct vsir_block *block; struct vsir_block *block;
struct struct vsir_cfg_structure_loop
{ {
struct vsir_cfg_structure_list body; struct vsir_cfg_structure_list body;
unsigned idx; unsigned idx;
@ -4441,6 +4441,9 @@ static enum vkd3d_result vsir_cfg_optimize(struct vsir_cfg *cfg)
return ret; return ret;
} }
static enum vkd3d_result vsir_cfg_structure_list_emit(struct vsir_cfg *cfg,
struct vsir_cfg_structure_list *list, unsigned int loop_idx);
static enum vkd3d_result vsir_cfg_structure_list_emit_block(struct vsir_cfg *cfg, static enum vkd3d_result vsir_cfg_structure_list_emit_block(struct vsir_cfg *cfg,
struct vsir_block *block) struct vsir_block *block)
{ {
@ -4458,6 +4461,81 @@ static enum vkd3d_result vsir_cfg_structure_list_emit_block(struct vsir_cfg *cfg
return VKD3D_OK; return VKD3D_OK;
} }
static enum vkd3d_result vsir_cfg_structure_list_emit_loop(struct vsir_cfg *cfg,
struct vsir_cfg_structure_loop *loop, unsigned int loop_idx)
{
struct vsir_cfg_emit_target *target = cfg->target;
const struct vkd3d_shader_location no_loc = {0};
enum vkd3d_result ret;
if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 1))
return VKD3D_ERROR_OUT_OF_MEMORY;
vsir_instruction_init(&target->instructions[target->ins_count++], &no_loc, VKD3DSIH_LOOP);
if ((ret = vsir_cfg_structure_list_emit(cfg, &loop->body, loop->idx)) < 0)
return ret;
if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 5))
return VKD3D_ERROR_OUT_OF_MEMORY;
vsir_instruction_init(&target->instructions[target->ins_count++], &no_loc, VKD3DSIH_ENDLOOP);
/* Add a trampoline to implement multilevel jumping depending on the stored
* jump_target value. */
if (loop_idx != UINT_MAX)
{
/* If the multilevel jump is a `continue' and the target is the loop we're inside
* right now, then we can finally do the `continue'. */
const unsigned int outer_continue_target = loop_idx << 1 | 1;
/* If the multilevel jump is a `continue' to any other target, or if it is a `break'
* and the target is not the loop we just finished emitting, then it means that
* we have to reach an outer loop, so we keep breaking. */
const unsigned int inner_break_target = loop->idx << 1;
if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
&no_loc, VKD3DSIH_IEQ, 1, 2))
return VKD3D_ERROR_OUT_OF_MEMORY;
dst_param_init_temp_bool(&target->instructions[target->ins_count].dst[0], target->temp_count);
src_param_init_temp_uint(&target->instructions[target->ins_count].src[0], target->jump_target_temp_idx);
src_param_init_const_uint(&target->instructions[target->ins_count].src[1], outer_continue_target);
++target->ins_count;
if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
&no_loc, VKD3DSIH_CONTINUEP, 0, 1))
return VKD3D_ERROR_OUT_OF_MEMORY;
src_param_init_temp_bool(&target->instructions[target->ins_count].src[0], target->temp_count);
++target->ins_count;
++target->temp_count;
if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
&no_loc, VKD3DSIH_IEQ, 1, 2))
return VKD3D_ERROR_OUT_OF_MEMORY;
dst_param_init_temp_bool(&target->instructions[target->ins_count].dst[0], target->temp_count);
src_param_init_temp_uint(&target->instructions[target->ins_count].src[0], target->jump_target_temp_idx);
src_param_init_const_uint(&target->instructions[target->ins_count].src[1], inner_break_target);
++target->ins_count;
if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
&no_loc, VKD3DSIH_BREAKP, 0, 1))
return VKD3D_ERROR_OUT_OF_MEMORY;
target->instructions[target->ins_count].flags |= VKD3D_SHADER_CONDITIONAL_OP_Z;
src_param_init_temp_bool(&target->instructions[target->ins_count].src[0], target->temp_count);
++target->ins_count;
++target->temp_count;
}
return VKD3D_OK;
}
static enum vkd3d_result vsir_cfg_structure_list_emit(struct vsir_cfg *cfg, static enum vkd3d_result vsir_cfg_structure_list_emit(struct vsir_cfg *cfg,
struct vsir_cfg_structure_list *list, unsigned int loop_idx) struct vsir_cfg_structure_list *list, unsigned int loop_idx)
{ {
@ -4478,74 +4556,9 @@ static enum vkd3d_result vsir_cfg_structure_list_emit(struct vsir_cfg *cfg,
break; break;
case STRUCTURE_TYPE_LOOP: case STRUCTURE_TYPE_LOOP:
{ if ((ret = vsir_cfg_structure_list_emit_loop(cfg, &structure->u.loop, loop_idx)) < 0)
if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 1))
return VKD3D_ERROR_OUT_OF_MEMORY;
vsir_instruction_init(&target->instructions[target->ins_count++], &no_loc, VKD3DSIH_LOOP);
if ((ret = vsir_cfg_structure_list_emit(cfg, &structure->u.loop.body, structure->u.loop.idx)) < 0)
return ret; return ret;
if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 5))
return VKD3D_ERROR_OUT_OF_MEMORY;
vsir_instruction_init(&target->instructions[target->ins_count++], &no_loc, VKD3DSIH_ENDLOOP);
/* Add a trampoline to implement multilevel jumping depending on the stored
* jump_target value. */
if (loop_idx != UINT_MAX)
{
/* If the multilevel jump is a `continue' and the target is the loop we're inside
* right now, then we can finally do the `continue'. */
const unsigned int outer_continue_target = loop_idx << 1 | 1;
/* If the multilevel jump is a `continue' to any other target, or if it is a `break'
* and the target is not the loop we just finished emitting, then it means that
* we have to reach an outer loop, so we keep breaking. */
const unsigned int inner_break_target = structure->u.loop.idx << 1;
if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
&no_loc, VKD3DSIH_IEQ, 1, 2))
return VKD3D_ERROR_OUT_OF_MEMORY;
dst_param_init_temp_bool(&target->instructions[target->ins_count].dst[0], target->temp_count);
src_param_init_temp_uint(&target->instructions[target->ins_count].src[0], target->jump_target_temp_idx);
src_param_init_const_uint(&target->instructions[target->ins_count].src[1], outer_continue_target);
++target->ins_count;
if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
&no_loc, VKD3DSIH_CONTINUEP, 0, 1))
return VKD3D_ERROR_OUT_OF_MEMORY;
src_param_init_temp_bool(&target->instructions[target->ins_count].src[0], target->temp_count);
++target->ins_count;
++target->temp_count;
if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
&no_loc, VKD3DSIH_IEQ, 1, 2))
return VKD3D_ERROR_OUT_OF_MEMORY;
dst_param_init_temp_bool(&target->instructions[target->ins_count].dst[0], target->temp_count);
src_param_init_temp_uint(&target->instructions[target->ins_count].src[0], target->jump_target_temp_idx);
src_param_init_const_uint(&target->instructions[target->ins_count].src[1], inner_break_target);
++target->ins_count;
if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
&no_loc, VKD3DSIH_BREAKP, 0, 1))
return VKD3D_ERROR_OUT_OF_MEMORY;
target->instructions[target->ins_count].flags |= VKD3D_SHADER_CONDITIONAL_OP_Z;
src_param_init_temp_bool(&target->instructions[target->ins_count].src[0], target->temp_count);
++target->ins_count;
++target->temp_count;
}
break; break;
}
case STRUCTURE_TYPE_SELECTION: case STRUCTURE_TYPE_SELECTION:
if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 1)) if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 1))