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

View File

@@ -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)