mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-12-15 08:03:30 -08:00
vkd3d-shader/hlsl: Flatten conditional branches containing stores.
For an if block
if (cond)
{
<then_block>
}
else
{
<else_block>
}
We flatten it by first replacing any store instruction `v[[k]] = x`
in the then_block with the following:
1: load(v[[k]])
2: cond ? x : @1
3: v[[k]] = @2
Similarly, we replace any store instruction `v[[k]] = x` in the
else_block with the following:
1: load(v[[k]])
2: cond ? @1 : x
3: v[[k]] = @2
Then we can concatenate <then_block> and <else_block> together and
get rid of the if block.
This commit is contained in:
Notes:
Henri Verbeet
2025-10-30 19:59:51 +01:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1732
@@ -3916,6 +3916,233 @@ static bool remove_trivial_conditional_branches(struct hlsl_ctx *ctx, struct hls
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return true;
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}
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static bool is_conditional_block_simple(const struct hlsl_block *cond_block)
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{
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static const unsigned int max_cost = 10;
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struct hlsl_ir_node *instr;
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unsigned int cost = 0;
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LIST_FOR_EACH_ENTRY(instr, &cond_block->instrs, struct hlsl_ir_node, entry)
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{
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switch (instr->type)
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{
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case HLSL_IR_CONSTANT:
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case HLSL_IR_STRING_CONSTANT:
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case HLSL_IR_SWIZZLE:
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break;
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case HLSL_IR_EXPR:
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++cost;
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break;
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case HLSL_IR_JUMP:
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return false;
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case HLSL_IR_STORE:
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if (hlsl_ir_store(instr)->lhs.var->is_tgsm)
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return false;
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++cost;
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break;
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case HLSL_IR_LOAD:
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if (hlsl_ir_load(instr)->src.var->is_tgsm)
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return false;
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break;
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default:
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return false;
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}
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if (cost > max_cost)
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return false;
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}
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return true;
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}
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static bool can_flatten_conditional_block(struct hlsl_ctx *ctx, const struct hlsl_block *cond_block)
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{
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struct hlsl_ir_node *instr;
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LIST_FOR_EACH_ENTRY(instr, &cond_block->instrs, struct hlsl_ir_node, entry)
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{
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switch (instr->type)
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{
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case HLSL_IR_CALL:
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case HLSL_IR_RESOURCE_STORE:
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case HLSL_IR_INTERLOCKED:
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case HLSL_IR_SYNC:
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goto fail;
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case HLSL_IR_JUMP:
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{
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struct hlsl_ir_jump *jump = hlsl_ir_jump(instr);
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if (jump->type != HLSL_IR_JUMP_DISCARD_NZ && jump->type != HLSL_IR_JUMP_DISCARD_NEG)
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{
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hlsl_fixme(ctx, &instr->loc, "Flattening conditional blocks with non-discard jump instructions.");
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return false;
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}
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hlsl_fixme(ctx, &instr->loc, "Flattening conditional blocks with discard instructions.");
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return false;
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}
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case HLSL_IR_STORE:
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if (hlsl_ir_store(instr)->lhs.var->is_tgsm)
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goto fail;
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break;
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case HLSL_IR_IF:
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{
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struct hlsl_ir_if *iff = hlsl_ir_if(instr);
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if (!can_flatten_conditional_block(ctx, &iff->then_block)
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|| !can_flatten_conditional_block(ctx, &iff->else_block))
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return false;
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break;
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}
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case HLSL_IR_LOOP:
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{
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struct hlsl_ir_loop *loop = hlsl_ir_loop(instr);
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if (!can_flatten_conditional_block(ctx, &loop->iter)
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|| !can_flatten_conditional_block(ctx, &loop->body))
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return false;
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break;
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}
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case HLSL_IR_SWITCH:
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{
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struct hlsl_ir_switch *s = hlsl_ir_switch(instr);
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struct hlsl_ir_switch_case *c;
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LIST_FOR_EACH_ENTRY(c, &s->cases, struct hlsl_ir_switch_case, entry)
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{
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if (!can_flatten_conditional_block(ctx, &c->body))
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return false;
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}
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break;
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}
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case HLSL_IR_CONSTANT:
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case HLSL_IR_EXPR:
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case HLSL_IR_INDEX:
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case HLSL_IR_LOAD:
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case HLSL_IR_RESOURCE_LOAD:
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case HLSL_IR_STRING_CONSTANT:
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case HLSL_IR_SWIZZLE:
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case HLSL_IR_COMPILE:
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case HLSL_IR_SAMPLER_STATE:
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case HLSL_IR_STATEBLOCK_CONSTANT:
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break;
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}
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}
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return true;
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fail:
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hlsl_error(ctx, &instr->loc, VKD3D_SHADER_ERROR_HLSL_CANNOT_FLATTEN,
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"Conditional branches with side effects cannot be flattened.");
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return false;
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}
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static bool lower_conditional_block_stores(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
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struct hlsl_ir_node *cond, bool is_then)
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{
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struct hlsl_ir_node *load, *new_val;
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struct hlsl_ir_store *store;
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struct hlsl_type *rhs_type;
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struct hlsl_block block;
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if (instr->type != HLSL_IR_STORE)
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return false;
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store = hlsl_ir_store(instr);
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rhs_type = store->rhs.node->data_type;
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VKD3D_ASSERT(rhs_type->class <= HLSL_CLASS_VECTOR);
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VKD3D_ASSERT(cond->data_type->e.numeric.dimx == 1);
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hlsl_block_init(&block);
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load = hlsl_block_add_load_index(ctx, &block, &store->lhs, NULL, &store->node.loc);
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if (store->writemask && !hlsl_types_are_equal(rhs_type, load->data_type))
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load = hlsl_block_add_swizzle(ctx, &block, hlsl_swizzle_from_writemask(store->writemask),
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rhs_type->e.numeric.dimx, load, &store->node.loc);
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if (rhs_type->e.numeric.dimx != 1)
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cond = hlsl_block_add_swizzle(ctx, &block, HLSL_SWIZZLE(X, X, X, X),
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rhs_type->e.numeric.dimx, cond, &store->node.loc);
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if (is_then)
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new_val = hlsl_add_conditional(ctx, &block, cond, store->rhs.node, load);
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else
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new_val = hlsl_add_conditional(ctx, &block, cond, load, store->rhs.node);
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list_move_before(&store->node.entry, &block.instrs);
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hlsl_src_remove(&store->rhs);
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hlsl_src_from_node(&store->rhs, new_val);
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return true;
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}
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struct flatten_conditional_block_ctx
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{
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struct hlsl_ir_node *cond;
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bool is_then;
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};
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static bool lower_conditional_block_instrs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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{
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struct flatten_conditional_block_ctx *flatten_ctx = context;
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return lower_conditional_block_stores(ctx, instr, flatten_ctx->cond, flatten_ctx->is_then);
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}
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static bool flatten_conditional_branches(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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{
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struct flatten_conditional_block_ctx flatten_ctx;
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struct hlsl_ir_if *iff;
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bool force_flatten;
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if (instr->type != HLSL_IR_IF)
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return false;
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iff = hlsl_ir_if(instr);
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if (iff->flatten_type == HLSL_IF_FORCE_BRANCH)
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return false;
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force_flatten = iff->flatten_type == HLSL_IF_FORCE_FLATTEN
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|| hlsl_version_lt(ctx, 2, 1); /* Always flatten branches for SM < 2.1. */
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if (force_flatten)
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{
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if (!can_flatten_conditional_block(ctx, &iff->then_block)
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|| !can_flatten_conditional_block(ctx, &iff->else_block))
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return false;
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}
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else if (!is_conditional_block_simple(&iff->then_block) || !is_conditional_block_simple(&iff->else_block))
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{
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/* Only flatten simple blocks by default. */
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return false;
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}
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flatten_ctx.cond = iff->condition.node;
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flatten_ctx.is_then = true;
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hlsl_transform_ir(ctx, lower_conditional_block_instrs, &iff->then_block, &flatten_ctx);
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flatten_ctx.is_then = false;
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hlsl_transform_ir(ctx, lower_conditional_block_instrs, &iff->else_block, &flatten_ctx);
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list_move_before(&instr->entry, &iff->then_block.instrs);
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list_move_before(&instr->entry, &iff->else_block.instrs);
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list_remove(&instr->entry);
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hlsl_free_instr(instr);
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return true;
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}
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static bool normalize_switch_cases(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)
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{
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struct hlsl_ir_switch_case *c, *def = NULL;
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@@ -8494,6 +8721,7 @@ static void hlsl_run_folding_passes(struct hlsl_ctx *ctx, struct hlsl_block *bod
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progress |= replace_ir(ctx, fold_swizzle_chains, body);
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progress |= replace_ir(ctx, fold_trivial_swizzles, body);
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progress |= hlsl_transform_ir(ctx, remove_trivial_conditional_branches, body, NULL);
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progress |= hlsl_transform_ir(ctx, flatten_conditional_branches, body, NULL);
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} while (progress);
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replace_ir(ctx, fold_redundant_casts, body);
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}
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@@ -10047,11 +10275,9 @@ static void sm1_generate_vsir_instr_if(struct hlsl_ctx *ctx, struct vsir_program
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struct hlsl_ir_node *instr = &iff->node;
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struct vkd3d_shader_instruction *ins;
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if (hlsl_version_lt(ctx, 2, 1))
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{
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hlsl_fixme(ctx, &instr->loc, "Flatten \"if\" conditionals branches.");
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return;
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}
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/* Conditional branches should have already been flattened for SM < 2.1. */
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VKD3D_ASSERT(hlsl_version_ge(ctx, 2, 1));
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VKD3D_ASSERT(condition->data_type->e.numeric.dimx == 1 && condition->data_type->e.numeric.dimy == 1);
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if (!(ins = generate_vsir_add_program_instruction(ctx, program, &instr->loc, VSIR_OP_IFC, 0, 2)))
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@@ -14880,6 +15106,14 @@ static void process_entry_function(struct hlsl_ctx *ctx, struct list *semantic_v
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hlsl_run_folding_passes(ctx, body);
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if (profile->major_version < 4)
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{
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/* Ternary operations can be potentially introduced by hlsl_run_folding_passes(). */
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replace_ir(ctx, lower_ternary, body);
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if (ctx->profile->type != VKD3D_SHADER_TYPE_PIXEL)
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replace_ir(ctx, lower_cmp, body);
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}
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do
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compute_liveness(ctx, body);
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while (hlsl_transform_ir(ctx, dce, body, NULL));
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@@ -175,6 +175,7 @@ enum vkd3d_shader_error
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VKD3D_SHADER_ERROR_HLSL_MISSING_PRIMITIVE_TYPE = 5043,
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VKD3D_SHADER_ERROR_HLSL_MISPLACED_STREAM_OUTPUT = 5044,
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VKD3D_SHADER_ERROR_HLSL_MISSING_INPUT_PATCH = 5045,
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VKD3D_SHADER_ERROR_HLSL_CANNOT_FLATTEN = 5046,
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VKD3D_SHADER_WARNING_HLSL_IMPLICIT_TRUNCATION = 5300,
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VKD3D_SHADER_WARNING_HLSL_DIVISION_BY_ZERO = 5301,
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@@ -113,7 +113,7 @@ float4 main() : sv_target
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return 0;
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}
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float1 f;
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float4 main() : sv_target
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{
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@@ -124,8 +124,8 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 -2.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)
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draw quad
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probe (0, 0) f32(1.0, 1.0, 1.0, 1.0)
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uniform 0 float4 -0.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 0.0)
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draw quad
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probe (0, 0) f32(0.0, 0.0, 0.0, 0.0)
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@@ -1,4 +1,4 @@
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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@@ -11,13 +11,13 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
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draw quad
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probe (0, 0) f32(0.9, 0.8, 0.7, 0.6)
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uniform 0 float4 0.1 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
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draw quad
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probe (0, 0) f32(0.1, 0.2, 0.3, 0.4)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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@@ -29,7 +29,7 @@ float4 main() : sv_target
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return float4(0.9, 0.8, 0.7, 0.6);
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}
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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@@ -43,8 +43,8 @@ float4 main() : sv_target
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|
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
|
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draw quad
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probe (0, 0) f32(0.9, 0.8, 0.7, 0.6)
|
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|
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[pixel shader fail(sm<6)]
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float4 u;
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@@ -370,7 +370,7 @@ todo(msl & sm>=6) draw quad
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probe (0, 0) rgba (1.0, 1.0, 0.0, 4.0)
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% Branches with resource stores can't be flattened.
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[pixel shader fail(sm<6) todo]
|
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[pixel shader fail(sm<6)]
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uniform float a;
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RWBuffer<float> u;
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|
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@@ -16,7 +16,7 @@ uniform 0 float4 9 8 7 6
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todo(sm<4 | glsl | msl & sm>=6) draw quad
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probe (0, 0) f32(1, 2, 3, 4)
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|
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[pixel shader todo(sm<4)]
|
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[pixel shader todo]
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uniform float4 x;
|
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|
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float4 main() : sv_target
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@@ -29,10 +29,10 @@ float4 main() : sv_target
|
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|
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[test]
|
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uniform 0 float4 1 2 3 4
|
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todo(sm<4 | glsl | msl & sm>=6) draw quad
|
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todo(sm<6 | msl) draw quad
|
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probe (0, 0) f32(1, 2, 3, 4)
|
||||
uniform 0 float4 9 8 7 6
|
||||
todo(sm<4 | glsl | msl & sm>=6) draw quad
|
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todo(sm<6 | msl) draw quad
|
||||
probe (0, 0) f32(1, 2, 3, 4)
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
@@ -56,7 +56,7 @@ uniform 0 float4 9 8 7 6
|
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todo(sm<4 | glsl | msl & sm>=6) draw quad
|
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probe (0, 0) f32(1, 2, 3, 4)
|
||||
|
||||
[pixel shader todo(sm<4)]
|
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[pixel shader todo]
|
||||
uniform float4 x;
|
||||
|
||||
float4 main() : sv_target
|
||||
@@ -72,10 +72,10 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 1 2 3 4
|
||||
todo(sm<4 | glsl | msl & sm>=6) draw quad
|
||||
todo(sm<6 | msl) draw quad
|
||||
probe (0, 0) f32(1, 2, 3, 4)
|
||||
uniform 0 float4 9 8 7 6
|
||||
todo(sm<4 | glsl | msl & sm>=6) draw quad
|
||||
todo(sm<6 | msl) draw quad
|
||||
probe (0, 0) f32(1, 2, 3, 4)
|
||||
|
||||
[require]
|
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|
||||
@@ -5,7 +5,7 @@ void main(float4 pos : position, out float tex : texcoord, out float4 out_pos :
|
||||
out_pos = pos;
|
||||
}
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
float4 main(float tex : texcoord) : sv_target
|
||||
{
|
||||
int i;
|
||||
@@ -23,10 +23,10 @@ float4 main(float tex : texcoord) : sv_target
|
||||
}
|
||||
|
||||
[test]
|
||||
todo(sm<4) 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)
|
||||
draw quad
|
||||
probe ( 0, 0, 159, 480) f32(10.0, 35.0, 0.0, 0.0)
|
||||
probe (161, 0, 479, 480) f32(10.0, 38.0, 0.0, 0.0)
|
||||
probe (481, 0, 640, 480) f32( 5.0, 10.0, 0.0, 0.0)
|
||||
|
||||
[require]
|
||||
shader model >= 4.0
|
||||
|
||||
@@ -32,7 +32,7 @@ float4 main() : sv_target
|
||||
draw quad
|
||||
probe (0, 0) rgba (0.2, 0.1, 0.8, 0.5);
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
uniform float f;
|
||||
|
||||
float func(out float o)
|
||||
@@ -79,19 +79,19 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.1
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.3, 0.2, 0.6, 0.3) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.3, 0.2, 0.6, 0.3) 1
|
||||
uniform 0 float 0.4
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.6, 0.5, 0.6, 0.3) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.6, 0.5, 0.6, 0.3) 1
|
||||
uniform 0 float 0.6
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.6, 0.5, 0.4, 0.5) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.6, 0.5, 0.4, 0.5) 1
|
||||
uniform 0 float 0.8
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.8, 0.7, 0.4, 0.5) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.8, 0.7, 0.4, 0.5) 1
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
uniform float f;
|
||||
|
||||
float func(out float o)
|
||||
@@ -134,14 +134,14 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.1
|
||||
todo(sm<4 | msl & sm>=6) draw quad
|
||||
probe (0, 0) rgba (0.2, 0.1, 0.2, 0.1) 1
|
||||
todo(msl & sm>=6) draw quad
|
||||
probe (0, 0) f32(0.2, 0.1, 0.2, 0.1) 1
|
||||
uniform 0 float 0.5
|
||||
todo(sm<4 | msl & sm>=6) draw quad
|
||||
probe (0, 0) rgba (0.5, 0.4, 1.0, 0.9) 1
|
||||
todo(msl & sm>=6) draw quad
|
||||
probe (0, 0) f32(0.5, 0.4, 1.0, 0.9) 1
|
||||
uniform 0 float 0.9
|
||||
todo(sm<4 | msl & sm>=6) draw quad
|
||||
probe (0, 0) rgba (1.0, 0.9, 1.0, 0.6) 1
|
||||
todo(msl & sm>=6) draw quad
|
||||
probe (0, 0) f32(1.0, 0.9, 1.0, 0.6) 1
|
||||
|
||||
[pixel shader]
|
||||
float func(out float o)
|
||||
@@ -184,7 +184,7 @@ float4 main() : sv_target
|
||||
draw quad
|
||||
probe (0, 0) rgba (0.4, 0.3, 0.3, 0.9) 1
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
uniform float f;
|
||||
|
||||
float func(out float o)
|
||||
@@ -235,26 +235,26 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.3, 0.2, 0.3, 0.3) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.3, 0.2, 0.3, 0.3) 1
|
||||
|
||||
uniform 0 float 0.1
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.3, 0.3, 0.3, 0.3) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.3, 0.3, 0.3, 0.3) 1
|
||||
|
||||
uniform 0 float 0.3
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.3, 0.5, 0.3, 0.3) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.3, 0.5, 0.3, 0.3) 1
|
||||
|
||||
uniform 0 float 0.7
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.3, 0.9, 0.7, 0.6) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.3, 0.9, 0.7, 0.6) 1
|
||||
|
||||
uniform 0 float 0.9
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.4, 0.1, 0.7, 0.6) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.4, 0.1, 0.7, 0.6) 1
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
|
||||
uniform float4 f[3];
|
||||
|
||||
@@ -291,24 +291,24 @@ float4 main() : sv_target
|
||||
uniform 0 float4 0.3 0.0 0.0 0.0
|
||||
uniform 4 float4 0.0 0.0 0.0 0.0
|
||||
uniform 8 float4 0.1 0.0 0.0 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.3, 0.2, 0.6, 0.6) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.3, 0.2, 0.6, 0.6) 1
|
||||
|
||||
uniform 4 float4 0.35 0.0 0.0 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.3, 0.3, 0.6, 0.6) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.3, 0.3, 0.6, 0.6) 1
|
||||
|
||||
uniform 8 float4 0.5 0.0 0.0 0.0
|
||||
todo(sm<4) draw quad
|
||||
draw quad
|
||||
% Apparently fixed by Mesa commit 9785fa460c41b9498c24a82b98069655a91224c5,
|
||||
% which only adds optimization; so it might just be hiding the bug rather than
|
||||
% solving it; see also https://gitlab.freedesktop.org/mesa/mesa/-/issues/13092
|
||||
bug(mesa<25.1 & llvm>=16) probe (0, 0) f32(0.3, 0.5, 0.6, 0.6) 1
|
||||
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.3, 0.5, 0.6, 0.6) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.3, 0.5, 0.6, 0.6) 1
|
||||
|
||||
uniform 4 float4 2.0 0.0 0.0 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.4, 0.1, 0.6, 0.6) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.4, 0.1, 0.6, 0.6) 1
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
float cond;
|
||||
|
||||
float4 main() : sv_target
|
||||
@@ -17,14 +17,13 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
|
||||
draw quad
|
||||
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
|
||||
uniform 0 float 1.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (-2.0, -2.0, -2.0, -2.0)
|
||||
draw quad
|
||||
probe (0, 0) f32(-2.0, -2.0, -2.0, -2.0)
|
||||
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
float cond;
|
||||
|
||||
float4 main() : sv_target
|
||||
@@ -43,14 +42,13 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (2.0, 2.0, 2.0, 2.0)
|
||||
draw quad
|
||||
probe (0, 0) f32(2.0, 2.0, 2.0, 2.0)
|
||||
uniform 0 float 1.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (20.0, 20.0, 20.0, 20.0)
|
||||
draw quad
|
||||
probe (0, 0) f32(20.0, 20.0, 20.0, 20.0)
|
||||
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
float cond;
|
||||
|
||||
float4 main() : sv_target
|
||||
@@ -69,11 +67,11 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (1.0, 4.0, 0.0, 0.0)
|
||||
draw quad
|
||||
probe (0, 0) f32(1.0, 4.0, 0.0, 0.0)
|
||||
uniform 0 float 1.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (1.0, 40.0, 0.0, 0.0)
|
||||
draw quad
|
||||
probe (0, 0) f32(1.0, 40.0, 0.0, 0.0)
|
||||
|
||||
[pixel shader]
|
||||
float x[6];
|
||||
@@ -206,7 +204,7 @@ float4 main() : sv_target
|
||||
return 0;
|
||||
}
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
float a;
|
||||
|
||||
float4 main() : sv_target
|
||||
@@ -221,8 +219,8 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 11.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba(1, 2, 3, 5)
|
||||
draw quad
|
||||
probe (0, 0) f32(1, 2, 3, 5)
|
||||
|
||||
[require]
|
||||
shader model < 5.1
|
||||
|
||||
@@ -25,7 +25,7 @@ void main(out float4 ret : sv_target)
|
||||
draw quad
|
||||
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
uniform float f;
|
||||
|
||||
float4 main() : sv_target
|
||||
@@ -37,13 +37,13 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.2
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
|
||||
draw quad
|
||||
probe (0, 0) f32(0.1, 0.2, 0.3, 0.4)
|
||||
uniform 0 float 0.8
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8)
|
||||
draw quad
|
||||
probe (0, 0) f32(0.5, 0.6, 0.7, 0.8)
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
uniform float f;
|
||||
|
||||
void main(out float4 ret : sv_target)
|
||||
@@ -63,13 +63,13 @@ void main(out float4 ret : sv_target)
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.2
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.3, 0.4, 0.5, 0.6)
|
||||
draw quad
|
||||
probe (0, 0) f32(0.3, 0.4, 0.5, 0.6)
|
||||
uniform 0 float 0.8
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
|
||||
draw quad
|
||||
probe (0, 0) f32(0.1, 0.2, 0.3, 0.4)
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
uniform float f;
|
||||
|
||||
void main(out float4 ret : sv_target)
|
||||
@@ -89,16 +89,16 @@ void main(out float4 ret : sv_target)
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.1
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.1, 0.2, 0.3, 0.4) 1
|
||||
uniform 0 float 0.5
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.2, 0.3, 0.4, 0.5) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.2, 0.3, 0.4, 0.5) 1
|
||||
uniform 0 float 0.9
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.5, 0.6, 0.7, 0.8) 1
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
uniform float f;
|
||||
|
||||
void main(out float4 ret : sv_target)
|
||||
@@ -115,14 +115,14 @@ void main(out float4 ret : sv_target)
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.1
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.1, 0.2, 0.3, 0.4) 1
|
||||
uniform 0 float 0.5
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.5, 0.6, 0.7, 0.8) 1
|
||||
uniform 0 float 0.9
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.4, 0.5, 0.6, 0.7) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.4, 0.5, 0.6, 0.7) 1
|
||||
|
||||
[pixel shader]
|
||||
void main(out float4 ret : sv_target)
|
||||
@@ -141,7 +141,7 @@ void main(out float4 ret : sv_target)
|
||||
draw quad
|
||||
probe (0, 0) rgba (0.2, 0.4, 0.6, 0.8)
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
uniform float f;
|
||||
|
||||
void main(out float4 ret : sv_target)
|
||||
@@ -160,26 +160,26 @@ void main(out float4 ret : sv_target)
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.1, 0.1, 0.1, 0.1) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.1, 0.1, 0.1, 0.1) 1
|
||||
|
||||
uniform 0 float 0.1
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.2, 0.2, 0.2, 0.2) 1
|
||||
|
||||
uniform 0 float 0.3
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.4, 0.4, 0.4, 0.4) 1
|
||||
|
||||
uniform 0 float 0.7
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.8, 0.8, 0.8, 0.8) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.8, 0.8, 0.8, 0.8) 1
|
||||
|
||||
uniform 0 float 0.9
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.9, 0.9, 0.9, 0.9) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.9, 0.9, 0.9, 0.9) 1
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
uniform float f;
|
||||
|
||||
void main(out float4 ret : sv_target)
|
||||
@@ -204,13 +204,13 @@ void main(out float4 ret : sv_target)
|
||||
|
||||
[test]
|
||||
uniform 0 float 0.2
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2)
|
||||
draw quad
|
||||
probe (0, 0) f32(0.2, 0.2, 0.2, 0.2)
|
||||
uniform 0 float 0.8
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
|
||||
draw quad
|
||||
probe (0, 0) f32(0.5, 0.5, 0.5, 0.5)
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
|
||||
uniform float4 f[3];
|
||||
|
||||
@@ -236,23 +236,23 @@ void main(out float4 ret : sv_target)
|
||||
uniform 0 float4 0.3 0.0 0.0 0.0
|
||||
uniform 4 float4 0.0 0.0 0.0 0.0
|
||||
uniform 8 float4 0.1 0.0 0.0 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.1, 0.1, 0.1, 0.1) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.1, 0.1, 0.1, 0.1) 1
|
||||
|
||||
uniform 4 float4 0.35 0.0 0.0 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.2, 0.2, 0.2, 0.2) 1
|
||||
|
||||
uniform 8 float4 0.5 0.0 0.0 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.4, 0.4, 0.4, 0.4) 1
|
||||
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
todo(sm<4) draw quad
|
||||
probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
draw quad
|
||||
probe (0, 0) f32(0.4, 0.4, 0.4, 0.4) 1
|
||||
|
||||
uniform 4 float4 2.0 0.0 0.0 0.0
|
||||
todo(sm<4) draw quad
|
||||
draw quad
|
||||
% Apparently fixed by Mesa commit 9785fa460c41b9498c24a82b98069655a91224c5,
|
||||
% which only adds optimization; so it might just be hiding the bug rather than
|
||||
% solving it; see also https://gitlab.freedesktop.org/mesa/mesa/-/issues/13092
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
% Unrolling edge cases.
|
||||
|
||||
[pixel shader todo(sm<4)]
|
||||
[pixel shader]
|
||||
float a : register(c0);
|
||||
|
||||
float4 main() : sv_target
|
||||
@@ -19,8 +19,8 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float 1
|
||||
todo(sm<4) draw quad
|
||||
probe (0,0) rgba(10.0, 1.0, 2.0, 3.0)
|
||||
draw quad
|
||||
probe (0,0) f32(10.0, 1.0, 2.0, 3.0)
|
||||
|
||||
[pixel shader]
|
||||
float4 main() : sv_target
|
||||
|
||||
Reference in New Issue
Block a user