vkd3d-shader/hlsl: Implement loop unrolling.

Based on a patch by Nikolay Sivov.

Co-authored-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Victor Chiletto 2024-04-11 11:11:14 -03:00 committed by Henri Verbeet
parent 7edd7dcf79
commit 2034a8bab9
Notes: Henri Verbeet 2024-07-11 00:40:50 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/786
7 changed files with 236 additions and 18 deletions

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@ -5710,6 +5710,222 @@ static void sm1_generate_vsir(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl
sm1_generate_vsir_signature(ctx, program);
}
static struct hlsl_ir_jump *loop_unrolling_find_jump(struct hlsl_block *block, struct hlsl_ir_node *stop_point,
struct hlsl_block **found_block)
{
struct hlsl_ir_node *node;
LIST_FOR_EACH_ENTRY(node, &block->instrs, struct hlsl_ir_node, entry)
{
if (node == stop_point)
return NULL;
if (node->type == HLSL_IR_IF)
{
struct hlsl_ir_if *iff = hlsl_ir_if(node);
struct hlsl_ir_jump *jump = NULL;
if ((jump = loop_unrolling_find_jump(&iff->then_block, stop_point, found_block)))
return jump;
if ((jump = loop_unrolling_find_jump(&iff->else_block, stop_point, found_block)))
return jump;
}
else if (node->type == HLSL_IR_JUMP)
{
struct hlsl_ir_jump *jump = hlsl_ir_jump(node);
if (jump->type == HLSL_IR_JUMP_BREAK || jump->type == HLSL_IR_JUMP_CONTINUE)
{
*found_block = block;
return jump;
}
}
}
return NULL;
}
static unsigned int loop_unrolling_get_max_iterations(struct hlsl_ctx *ctx, struct hlsl_ir_loop *loop)
{
/* Always use the explicit limit if it has been passed. */
if (loop->unroll_limit)
return loop->unroll_limit;
/* All SMs will default to 1024 if [unroll] has been specified without an explicit limit. */
if (loop->unroll_type == HLSL_IR_LOOP_FORCE_UNROLL)
return 1024;
/* SM4 limits implicit unrolling to 254 iterations. */
if (hlsl_version_ge(ctx, 4, 0))
return 254;
/* SM<3 implicitly unrolls up to 1024 iterations. */
return 1024;
}
static bool loop_unrolling_unroll_loop(struct hlsl_ctx *ctx, struct hlsl_block *block,
struct hlsl_block *loop_parent, struct hlsl_ir_loop *loop)
{
unsigned int max_iterations, i;
max_iterations = loop_unrolling_get_max_iterations(ctx, loop);
for (i = 0; i < max_iterations; ++i)
{
struct hlsl_block tmp_dst, *jump_block;
struct hlsl_ir_jump *jump = NULL;
if (!hlsl_clone_block(ctx, &tmp_dst, &loop->body))
return false;
list_move_before(&loop->node.entry, &tmp_dst.instrs);
hlsl_block_cleanup(&tmp_dst);
hlsl_run_const_passes(ctx, block);
if ((jump = loop_unrolling_find_jump(loop_parent, &loop->node, &jump_block)))
{
enum hlsl_ir_jump_type type = jump->type;
if (jump_block != loop_parent)
{
if (loop->unroll_type == HLSL_IR_LOOP_FORCE_UNROLL)
hlsl_error(ctx, &jump->node.loc, VKD3D_SHADER_ERROR_HLSL_FAILED_FORCED_UNROLL,
"Unable to unroll loop, unrolling loops with conditional jumps is currently not supported.");
return false;
}
list_move_slice_tail(&tmp_dst.instrs, &jump->node.entry, list_prev(&loop_parent->instrs, &loop->node.entry));
hlsl_block_cleanup(&tmp_dst);
if (type == HLSL_IR_JUMP_BREAK)
break;
}
}
/* Native will not emit an error if max_iterations has been reached with an
* explicit limit. It also will not insert a loop if there are iterations left
* i.e [unroll(4)] for (i = 0; i < 8; ++i)) */
if (!loop->unroll_limit && i == max_iterations)
{
if (loop->unroll_type == HLSL_IR_LOOP_FORCE_UNROLL)
hlsl_error(ctx, &loop->node.loc, VKD3D_SHADER_ERROR_HLSL_FAILED_FORCED_UNROLL,
"Unable to unroll loop, maximum iterations reached (%u).", max_iterations);
return false;
}
list_remove(&loop->node.entry);
hlsl_free_instr(&loop->node);
return true;
}
/*
* loop_unrolling_find_unrollable_loop() is not the normal way to do things;
* normal passes simply iterate over the whole block and apply a transformation
* to every relevant instruction. However, loop unrolling can fail, and we want
* to leave the loop in its previous state in that case. That isn't a problem by
* itself, except that loop unrolling needs copy-prop in order to work properly,
* and copy-prop state at the time of the loop depends on the rest of the program
* up to that point. This means we need to clone the whole program, and at that
* point we have to search it again anyway to find the clone of the loop we were
* going to unroll.
*
* FIXME: Ideally we wouldn't clone the whole program; instead we would run copyprop
* up until the loop instruction, clone just that loop, then use copyprop again
* with the saved state after unrolling. However, copyprop currently isn't built
* for that yet [notably, it still relies on indices]. Note also this still doesn't
* really let us use transform_ir() anyway [since we don't have a good way to say
* "copyprop from the beginning of the program up to the instruction we're
* currently processing" from the callback]; we'd have to use a dedicated
* recursive function instead. */
static struct hlsl_ir_loop *loop_unrolling_find_unrollable_loop(struct hlsl_ctx *ctx, struct hlsl_block *block,
struct hlsl_block **containing_block)
{
struct hlsl_ir_node *instr;
LIST_FOR_EACH_ENTRY(instr, &block->instrs, struct hlsl_ir_node, entry)
{
switch (instr->type)
{
case HLSL_IR_LOOP:
{
struct hlsl_ir_loop *nested_loop;
struct hlsl_ir_loop *loop = hlsl_ir_loop(instr);
if ((nested_loop = loop_unrolling_find_unrollable_loop(ctx, &loop->body, containing_block)))
return nested_loop;
if (loop->unroll_type == HLSL_IR_LOOP_UNROLL || loop->unroll_type == HLSL_IR_LOOP_FORCE_UNROLL)
{
*containing_block = block;
return loop;
}
break;
}
case HLSL_IR_IF:
{
struct hlsl_ir_loop *loop;
struct hlsl_ir_if *iff = hlsl_ir_if(instr);
if ((loop = loop_unrolling_find_unrollable_loop(ctx, &iff->then_block, containing_block)))
return loop;
if ((loop = loop_unrolling_find_unrollable_loop(ctx, &iff->else_block, containing_block)))
return loop;
break;
}
case HLSL_IR_SWITCH:
{
struct hlsl_ir_switch *s = hlsl_ir_switch(instr);
struct hlsl_ir_switch_case *c;
struct hlsl_ir_loop *loop;
LIST_FOR_EACH_ENTRY(c, &s->cases, struct hlsl_ir_switch_case, entry)
{
if ((loop = loop_unrolling_find_unrollable_loop(ctx, &c->body, containing_block)))
return loop;
}
break;
}
default:
break;
}
}
return NULL;
}
static void transform_unroll_loops(struct hlsl_ctx *ctx, struct hlsl_block *block)
{
while (true)
{
struct hlsl_block clone, *containing_block;
struct hlsl_ir_loop *loop, *cloned_loop;
if (!(loop = loop_unrolling_find_unrollable_loop(ctx, block, &containing_block)))
return;
if (!hlsl_clone_block(ctx, &clone, block))
return;
cloned_loop = loop_unrolling_find_unrollable_loop(ctx, &clone, &containing_block);
assert(cloned_loop);
if (!loop_unrolling_unroll_loop(ctx, &clone, containing_block, cloned_loop))
{
hlsl_block_cleanup(&clone);
loop->unroll_type = HLSL_IR_LOOP_FORCE_LOOP;
continue;
}
hlsl_block_cleanup(block);
hlsl_block_init(block);
hlsl_block_add_block(block, &clone);
}
}
int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func,
enum vkd3d_shader_target_type target_type, struct vkd3d_shader_code *out)
{
@ -5796,6 +6012,7 @@ int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry
hlsl_transform_ir(ctx, lower_discard_neg, body, NULL);
}
transform_unroll_loops(ctx, body);
hlsl_run_const_passes(ctx, body);
remove_unreachable_code(ctx, body);

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@ -152,6 +152,7 @@ enum vkd3d_shader_error
VKD3D_SHADER_ERROR_HLSL_MISSING_TECHNIQUE = 5029,
VKD3D_SHADER_ERROR_HLSL_UNKNOWN_MODIFIER = 5030,
VKD3D_SHADER_ERROR_HLSL_INVALID_STATE_BLOCK_ENTRY = 5031,
VKD3D_SHADER_ERROR_HLSL_FAILED_FORCED_UNROLL = 5032,
VKD3D_SHADER_WARNING_HLSL_IMPLICIT_TRUNCATION = 5300,
VKD3D_SHADER_WARNING_HLSL_DIVISION_BY_ZERO = 5301,

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@ -5,7 +5,7 @@ void main(float4 pos : position, out float tex : texcoord, out float4 out_pos :
out_pos = pos;
}
[pixel shader todo(sm<4)]
[pixel shader todo(sm<6)]
float4 main(float tex : texcoord) : sv_target
{
int i;
@ -23,7 +23,7 @@ float4 main(float tex : texcoord) : sv_target
}
[test]
todo(sm<4 | glsl) draw quad
todo(sm<6 | glsl) draw quad
probe ( 0, 0, 159, 480) rgba (10.0, 35.0, 0.0, 0.0)
probe (161, 0, 479, 480) rgba (10.0, 38.0, 0.0, 0.0)
probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)
@ -63,7 +63,7 @@ probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)
[require]
% Reset requirements
[pixel shader todo(sm<4)]
[pixel shader]
float4 main(float tex : texcoord) : sv_target
{
int i;
@ -76,7 +76,7 @@ float4 main(float tex : texcoord) : sv_target
}
[test]
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe (0, 0) rgba (10.0, 45.0, 0.0, 0.0)
[pixel shader fail(sm<6)]

View File

@ -143,7 +143,7 @@ uniform 0 float 0.9
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (1.0, 0.9, 1.0, 0.6) 1
[pixel shader todo(sm<4)]
[pixel shader]
float func(out float o)
{
o = 0.1;
@ -181,7 +181,7 @@ float4 main() : sv_target
}
[test]
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe (0, 0) rgba (0.4, 0.3, 0.3, 0.9) 1
[pixel shader todo(sm<4)]

View File

@ -1,6 +1,6 @@
% TODO: dxcompiler emits no loops for any of these test shaders.
[pixel shader todo(sm<4)]
[pixel shader]
float a;
float4 main() : sv_target
@ -18,11 +18,11 @@ float4 main() : sv_target
[test]
uniform 0 float 5.0
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe (0, 0) rgba (50.0, 50.0, 50.0, 50.0)
[pixel shader todo(sm<4)]
[pixel shader]
float a;
float4 main() : sv_target
@ -41,10 +41,10 @@ float4 main() : sv_target
[test]
uniform 0 float 4.0
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe (0, 0) rgba (20.0, 20.0, 20.0, 20.0)
[pixel shader todo(sm<4)]
[pixel shader]
float a;
float4 main() : sv_target
@ -70,10 +70,10 @@ float4 main() : sv_target
[test]
uniform 0 float 4.0
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe (0, 0) rgba (409.1, 409.1, 409.1, 409.1)
[pixel shader todo(sm<4)]
[pixel shader]
float a;
float4 main() : sv_target
@ -100,7 +100,7 @@ float4 main() : sv_target
[test]
uniform 0 float 4.0
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe (0, 0) rgba (410.1, 410.1, 410.1, 410.1)
% loop attribute by itself

View File

@ -124,7 +124,7 @@ uniform 0 float 0.9
todo(sm<4 | glsl) draw quad
probe (0, 0) rgba (0.4, 0.5, 0.6, 0.7) 1
[pixel shader todo(sm<4)]
[pixel shader]
void main(out float4 ret : sv_target)
{
ret = float4(0.1, 0.2, 0.3, 0.4);
@ -138,7 +138,7 @@ void main(out float4 ret : sv_target)
}
[test]
todo(sm<4 | glsl) draw quad
todo(glsl) draw quad
probe (0, 0) rgba (0.2, 0.4, 0.6, 0.8)
[pixel shader todo(sm<4)]

View File

@ -124,7 +124,7 @@ float4 main(float4 pos : sv_position) : sv_target
shader model >= 4.0
shader model < 4.1
[pixel shader todo]
[pixel shader]
Texture2DMS<float4, 1> t;
float4 main(float4 pos : sv_position) : sv_target
@ -139,7 +139,7 @@ float4 main(float4 pos : sv_position) : sv_target
}
[test]
todo draw quad
todo(glsl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)