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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
vkd3d-shader/glsl: Implement switches.
This commit is contained in:
parent
93f1af721f
commit
27eb3c07ad
Notes:
Henri Verbeet
2024-10-09 13:19:34 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1162
@ -702,6 +702,37 @@ static void shader_glsl_break(struct vkd3d_glsl_generator *gen)
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vkd3d_string_buffer_printf(gen->buffer, "break;\n");
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vkd3d_string_buffer_printf(gen->buffer, "break;\n");
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}
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}
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static void shader_glsl_switch(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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struct glsl_src src;
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glsl_src_init(&src, gen, &ins->src[0], VKD3DSP_WRITEMASK_0);
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "switch (%s)\n", src.str->buffer);
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shader_glsl_begin_block(gen);
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glsl_src_cleanup(&src, &gen->string_buffers);
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}
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static void shader_glsl_case(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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struct glsl_src src;
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glsl_src_init(&src, gen, &ins->src[0], VKD3DSP_WRITEMASK_0);
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "case %s:\n", src.str->buffer);
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glsl_src_cleanup(&src, &gen->string_buffers);
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}
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static void shader_glsl_default(struct vkd3d_glsl_generator *gen)
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{
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "default:\n");
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}
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static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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{
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const struct glsl_resource_type_info *resource_type_info;
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const struct glsl_resource_type_info *resource_type_info;
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@ -1152,6 +1183,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_BREAK:
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case VKD3DSIH_BREAK:
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shader_glsl_break(gen);
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shader_glsl_break(gen);
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break;
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break;
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case VKD3DSIH_CASE:
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shader_glsl_case(gen, ins);
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break;
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case VKD3DSIH_DCL_INDEXABLE_TEMP:
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case VKD3DSIH_DCL_INDEXABLE_TEMP:
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shader_glsl_dcl_indexable_temp(gen, ins);
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shader_glsl_dcl_indexable_temp(gen, ins);
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break;
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break;
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@ -1163,6 +1197,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_DCL_OUTPUT_SIV:
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case VKD3DSIH_DCL_OUTPUT_SIV:
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case VKD3DSIH_NOP:
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case VKD3DSIH_NOP:
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break;
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break;
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case VKD3DSIH_DEFAULT:
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shader_glsl_default(gen);
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break;
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case VKD3DSIH_DIV:
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case VKD3DSIH_DIV:
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shader_glsl_binop(gen, ins, "/");
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shader_glsl_binop(gen, ins, "/");
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break;
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break;
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@ -1180,6 +1217,7 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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break;
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break;
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case VKD3DSIH_ENDIF:
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case VKD3DSIH_ENDIF:
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case VKD3DSIH_ENDLOOP:
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case VKD3DSIH_ENDLOOP:
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case VKD3DSIH_ENDSWITCH:
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shader_glsl_end_block(gen);
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shader_glsl_end_block(gen);
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break;
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break;
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case VKD3DSIH_EQO:
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case VKD3DSIH_EQO:
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@ -1288,6 +1326,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_SQRT:
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case VKD3DSIH_SQRT:
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shader_glsl_intrinsic(gen, ins, "sqrt");
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shader_glsl_intrinsic(gen, ins, "sqrt");
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break;
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break;
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case VKD3DSIH_SWITCH:
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shader_glsl_switch(gen, ins);
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break;
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default:
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default:
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shader_glsl_unhandled(gen, ins);
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shader_glsl_unhandled(gen, ins);
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break;
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break;
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@ -17,15 +17,15 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
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probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
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probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)
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@ -45,15 +45,15 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0)
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@ -91,15 +91,15 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.1, 2.0, 3.0, 4.0)
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probe (0, 0) rgba (1.1, 2.0, 3.0, 4.0)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.1, 2.0, 3.0, 4.0)
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probe (0, 0) rgba (1.1, 2.0, 3.0, 4.0)
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@ -127,11 +127,11 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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@ -159,11 +159,11 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader fail(sm<4 | sm>=6) todo(sm<4)]
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[pixel shader fail(sm<4 | sm>=6) todo(sm<4)]
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@ -188,10 +188,10 @@ float4 main() : sv_target
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[test]
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[test]
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uniform 0 float4 2.0 0.0 0.0 0.0
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uniform 0 float4 2.0 0.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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uniform 0 float4 1.0 0.0 0.0 0.0
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader fail]
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[pixel shader fail]
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@ -390,15 +390,15 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1)
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm<4) uniform 0 float4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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if(sm>=4) uniform 0 uint4 1 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.2, 2.2, 3.2, 4.2)
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probe (0, 0) rgba (1.2, 2.2, 3.2, 4.2)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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% switch breaks within a loop
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% switch breaks within a loop
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@ -431,7 +431,7 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
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probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0)
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@ -464,15 +464,15 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0)
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probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0)
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm<4) uniform 0 float4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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if(sm>=4) uniform 0 uint4 2 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0)
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0)
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probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0)
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@ -505,15 +505,15 @@ float4 main() : sv_target
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[test]
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[test]
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm<4) uniform 0 float4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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if(sm>=4) uniform 0 uint4 3 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm<4) uniform 0 float4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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if(sm>=4) uniform 0 uint4 0 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0)
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probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0)
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if(sm<4) uniform 0 float4 5 0 0 0
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if(sm<4) uniform 0 float4 5 0 0 0
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if(sm>=4) uniform 0 uint4 5 0 0 0
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if(sm>=4) uniform 0 uint4 5 0 0 0
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todo(sm<4 | glsl) draw quad
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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% 'continue' is not supported in switches
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% 'continue' is not supported in switches
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