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vkd3d-shader/hlsl: Run more constant passes on static expressions eval.
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Notes:
Alexandre Julliard
2024-05-15 23:03:23 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Elizabeth Figura (@zfigura) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/839
@ -1293,7 +1293,7 @@ static unsigned int evaluate_static_expression_as_uint(struct hlsl_ctx *ctx, str
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struct hlsl_ir_node *node;
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struct hlsl_block expr;
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unsigned int ret = 0;
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bool progress;
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struct hlsl_src src;
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LIST_FOR_EACH_ENTRY(node, &block->instrs, struct hlsl_ir_node, entry)
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{
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@ -1330,13 +1330,12 @@ static unsigned int evaluate_static_expression_as_uint(struct hlsl_ctx *ctx, str
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return 0;
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}
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do
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{
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progress = hlsl_transform_ir(ctx, hlsl_fold_constant_exprs, &expr, NULL);
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progress |= hlsl_copy_propagation_execute(ctx, &expr);
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} while (progress);
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/* Wrap the node into a src to allow the reference to survive the multiple const passes. */
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hlsl_src_from_node(&src, node_from_block(&expr));
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hlsl_run_const_passes(ctx, &expr);
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node = src.node;
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hlsl_src_remove(&src);
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node = node_from_block(&expr);
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if (node->type == HLSL_IR_CONSTANT)
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{
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constant = hlsl_ir_constant(node);
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