vkd3d-shader/hlsl: Parse the shader 'compile' syntax.

The hlsl_ir_compile node is introduced to represent the "compile"
syntax, and later the CompileShader() and ConstructGSWithSO()
constructs.

It basically represents a function call that remembers its arguments
using hlsl_srcs and keeps its own instruction block, which is discarded
when working on non-effect shaders.

For shader compilations it can be asserted that args_count is 1, and
that this argument (and the last node in hlsl_ir_effect_call.instrs)
is a regular hlsl_ir_call pointing to the declaration of the function
to be compiled.
This commit is contained in:
Francisco Casas
2024-06-24 17:30:46 -04:00
committed by Henri Verbeet
parent 379cd9b7b5
commit 45f18a7838
Notes: Henri Verbeet 2024-09-04 18:48:35 +02:00
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/943
6 changed files with 339 additions and 46 deletions

View File

@ -4050,6 +4050,7 @@ static bool dce(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
switch (instr->type)
{
case HLSL_IR_CONSTANT:
case HLSL_IR_COMPILE:
case HLSL_IR_EXPR:
case HLSL_IR_INDEX:
case HLSL_IR_LOAD:
@ -4343,6 +4344,9 @@ static void compute_liveness_recurse(struct hlsl_block *block, unsigned int loop
case HLSL_IR_CONSTANT:
case HLSL_IR_STRING_CONSTANT:
break;
case HLSL_IR_COMPILE:
/* Compile calls are skipped as they are only relevent to effects. */
break;
}
}
}