diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y index b9e03325..194d21f4 100644 --- a/libs/vkd3d-shader/hlsl.y +++ b/libs/vkd3d-shader/hlsl.y @@ -439,11 +439,58 @@ enum loop_type LOOP_DO_WHILE }; -static struct list *create_loop(struct hlsl_ctx *ctx, enum loop_type type, struct list *init, struct list *cond, +static bool attribute_list_has_duplicates(const struct parse_attribute_list *attrs) +{ + unsigned int i, j; + + for (i = 0; i < attrs->count; ++i) + { + for (j = i + 1; j < attrs->count; ++j) + { + if (!strcmp(attrs->attrs[i]->name, attrs->attrs[j]->name)) + return true; + } + } + + return false; +} + +static struct list *create_loop(struct hlsl_ctx *ctx, enum loop_type type, const struct parse_attribute_list *attributes, struct list *init, struct list *cond, struct list *iter, struct list *body, const struct vkd3d_shader_location *loc) { struct list *list = NULL; struct hlsl_ir_loop *loop = NULL; + unsigned int i; + + if (attribute_list_has_duplicates(attributes)) + hlsl_error(ctx, loc, VKD3D_SHADER_ERROR_HLSL_INVALID_SYNTAX, "Found duplicate attribute."); + + /* Ignore unroll(0) attribute, and any invalid attribute. */ + for (i = 0; i < attributes->count; ++i) + { + const struct hlsl_attribute *attr = attributes->attrs[i]; + if (!strcmp(attr->name, "unroll")) + { + if (attr->args_count) + { + hlsl_error(ctx, loc, VKD3D_SHADER_ERROR_HLSL_NOT_IMPLEMENTED, "Unroll attribute with iteration count."); + } + else + { + hlsl_warning(ctx, loc, VKD3D_SHADER_ERROR_HLSL_NOT_IMPLEMENTED, "Loop unrolling is not implemented.\n"); + } + } + else if (!strcmp(attr->name, "loop") + || !strcmp(attr->name, "fastopt") + || !strcmp(attr->name, "allow_uav_condition")) + { + hlsl_fixme(ctx, loc, "Unhandled attribute %s.", attr->name); + } + else + { + hlsl_warning(ctx, loc, VKD3D_SHADER_ERROR_HLSL_NOT_IMPLEMENTED, "Unrecognized attribute %s.", attr->name); + } + } if (!(list = make_empty_list(ctx))) goto oom; @@ -4063,6 +4110,7 @@ static void validate_texture_format_type(struct hlsl_ctx *ctx, struct hlsl_type %type attribute %type attribute_list +%type attribute_list_optional %type boolean @@ -4357,6 +4405,14 @@ attribute_list: $$.attrs[$$.count++] = $2; } +attribute_list_optional: + %empty + { + $$.count = 0; + $$.attrs = NULL; + } + | attribute_list + func_declaration: func_prototype compound_statement { @@ -5328,22 +5384,22 @@ if_body: } loop_statement: - KW_WHILE '(' expr ')' statement + attribute_list_optional KW_WHILE '(' expr ')' statement { - $$ = create_loop(ctx, LOOP_WHILE, NULL, $3, NULL, $5, &@1); + $$ = create_loop(ctx, LOOP_WHILE, &$1, NULL, $4, NULL, $6, &@2); } - | KW_DO statement KW_WHILE '(' expr ')' ';' + | attribute_list_optional KW_DO statement KW_WHILE '(' expr ')' ';' { - $$ = create_loop(ctx, LOOP_DO_WHILE, NULL, $5, NULL, $2, &@1); + $$ = create_loop(ctx, LOOP_DO_WHILE, &$1, NULL, $6, NULL, $3, &@2); } - | KW_FOR '(' scope_start expr_statement expr_statement expr_optional ')' statement + | attribute_list_optional KW_FOR '(' scope_start expr_statement expr_statement expr_optional ')' statement { - $$ = create_loop(ctx, LOOP_FOR, $4, $5, $6, $8, &@1); + $$ = create_loop(ctx, LOOP_FOR, &$1, $5, $6, $7, $9, &@2); hlsl_pop_scope(ctx); } - | KW_FOR '(' scope_start declaration expr_statement expr_optional ')' statement + | attribute_list_optional KW_FOR '(' scope_start declaration expr_statement expr_optional ')' statement { - $$ = create_loop(ctx, LOOP_FOR, $4, $5, $6, $8, &@1); + $$ = create_loop(ctx, LOOP_FOR, &$1, $5, $6, $7, $9, &@2); hlsl_pop_scope(ctx); } diff --git a/tests/hlsl-for.shader_test b/tests/hlsl-for.shader_test index ae7146c9..b6896981 100644 --- a/tests/hlsl-for.shader_test +++ b/tests/hlsl-for.shader_test @@ -9,7 +9,7 @@ float4 main(float tex : texcoord) : sv_target { int i; float x = 0.0; - for (i = 0; i < 10; i++) + [unroll] for (i = 0; i < 10; i++) { x += i; if (tex > 0.5 && i == 5) @@ -26,3 +26,31 @@ todo 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) + +[pixel shader] +float4 main(float tex : texcoord) : sv_target +{ + int i; + float x = 0.0; + [unroll] [attr1] for (i = 0; i < 10; i++) + { + x += i; + } + return float4(i, x, 0.0, 0.0); +} + +[test] +draw quad +probe all rgba (10.0, 45.0, 0.0, 0.0) + +[pixel shader fail] +float4 main(float tex : texcoord) : sv_target +{ + int i; + float x = 0.0; + [unroll] [unroll] for (i = 0; i < 10; i++) + { + x += i; + } + return float4(i, x, 0.0, 0.0); +}