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

@@ -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