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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:
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
@@ -5,7 +5,7 @@ void main(float4 pos : position, out float tex : texcoord, out float4 out_pos :
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out_pos = pos;
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}
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[pixel shader todo(sm<4)]
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[pixel shader todo(sm<6)]
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float4 main(float tex : texcoord) : sv_target
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{
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int i;
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@@ -23,7 +23,7 @@ float4 main(float tex : texcoord) : sv_target
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}
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[test]
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todo(sm<4 | glsl) draw quad
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todo(sm<6 | glsl) draw quad
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probe ( 0, 0, 159, 480) rgba (10.0, 35.0, 0.0, 0.0)
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probe (161, 0, 479, 480) rgba (10.0, 38.0, 0.0, 0.0)
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probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)
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@@ -63,7 +63,7 @@ probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)
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[require]
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% Reset requirements
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[pixel shader todo(sm<4)]
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[pixel shader]
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float4 main(float tex : texcoord) : sv_target
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{
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int i;
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@@ -76,7 +76,7 @@ float4 main(float tex : texcoord) : sv_target
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}
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[test]
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (10.0, 45.0, 0.0, 0.0)
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[pixel shader fail(sm<6)]
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@@ -143,7 +143,7 @@ uniform 0 float 0.9
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (1.0, 0.9, 1.0, 0.6) 1
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[pixel shader todo(sm<4)]
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[pixel shader]
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float func(out float o)
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{
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o = 0.1;
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@@ -181,7 +181,7 @@ float4 main() : sv_target
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}
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[test]
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (0.4, 0.3, 0.3, 0.9) 1
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[pixel shader todo(sm<4)]
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@@ -1,6 +1,6 @@
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% TODO: dxcompiler emits no loops for any of these test shaders.
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[pixel shader todo(sm<4)]
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[pixel shader]
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float a;
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float4 main() : sv_target
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@@ -18,11 +18,11 @@ float4 main() : sv_target
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[test]
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uniform 0 float 5.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (50.0, 50.0, 50.0, 50.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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float a;
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float4 main() : sv_target
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@@ -41,10 +41,10 @@ float4 main() : sv_target
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[test]
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uniform 0 float 4.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (20.0, 20.0, 20.0, 20.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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float a;
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float4 main() : sv_target
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@@ -70,10 +70,10 @@ float4 main() : sv_target
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[test]
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uniform 0 float 4.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (409.1, 409.1, 409.1, 409.1)
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[pixel shader todo(sm<4)]
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[pixel shader]
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float a;
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float4 main() : sv_target
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@@ -100,7 +100,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float 4.0
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (410.1, 410.1, 410.1, 410.1)
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% loop attribute by itself
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@@ -124,7 +124,7 @@ uniform 0 float 0.9
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todo(sm<4 | glsl) draw quad
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probe (0, 0) rgba (0.4, 0.5, 0.6, 0.7) 1
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[pixel shader todo(sm<4)]
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[pixel shader]
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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@@ -138,7 +138,7 @@ void main(out float4 ret : sv_target)
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}
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[test]
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (0.2, 0.4, 0.6, 0.8)
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[pixel shader todo(sm<4)]
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@@ -124,7 +124,7 @@ float4 main(float4 pos : sv_position) : sv_target
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shader model >= 4.0
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shader model < 4.1
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[pixel shader todo]
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[pixel shader]
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Texture2DMS<float4, 1> t;
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float4 main(float4 pos : sv_position) : sv_target
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@@ -139,7 +139,7 @@ float4 main(float4 pos : sv_position) : sv_target
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}
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[test]
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todo draw quad
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todo(glsl) draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8)
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probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1)
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