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https://gitlab.winehq.org/wine/vkd3d.git
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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
@@ -25,7 +25,7 @@ void main(out float4 ret : sv_target)
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draw quad
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probe (0, 0) rgba (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 float f;
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float4 main() : sv_target
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@@ -37,13 +37,13 @@ float4 main() : sv_target
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[test]
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uniform 0 float 0.2
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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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uniform 0 float 0.8
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8)
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draw quad
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probe (0, 0) f32(0.5, 0.6, 0.7, 0.8)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float f;
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void main(out float4 ret : sv_target)
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@@ -63,13 +63,13 @@ void main(out float4 ret : sv_target)
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[test]
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uniform 0 float 0.2
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.3, 0.4, 0.5, 0.6)
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draw quad
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probe (0, 0) f32(0.3, 0.4, 0.5, 0.6)
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uniform 0 float 0.8
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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 float f;
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void main(out float4 ret : sv_target)
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@@ -89,16 +89,16 @@ void main(out float4 ret : sv_target)
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[test]
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uniform 0 float 0.1
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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) 1
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draw quad
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probe (0, 0) f32(0.1, 0.2, 0.3, 0.4) 1
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uniform 0 float 0.5
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.2, 0.3, 0.4, 0.5) 1
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draw quad
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probe (0, 0) f32(0.2, 0.3, 0.4, 0.5) 1
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uniform 0 float 0.9
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
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draw quad
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probe (0, 0) f32(0.5, 0.6, 0.7, 0.8) 1
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float f;
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void main(out float4 ret : sv_target)
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@@ -115,14 +115,14 @@ void main(out float4 ret : sv_target)
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[test]
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uniform 0 float 0.1
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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) 1
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draw quad
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probe (0, 0) f32(0.1, 0.2, 0.3, 0.4) 1
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uniform 0 float 0.5
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.5, 0.6, 0.7, 0.8) 1
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draw quad
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probe (0, 0) f32(0.5, 0.6, 0.7, 0.8) 1
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uniform 0 float 0.9
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.4, 0.5, 0.6, 0.7) 1
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draw quad
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probe (0, 0) f32(0.4, 0.5, 0.6, 0.7) 1
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[pixel shader]
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void main(out float4 ret : sv_target)
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@@ -141,7 +141,7 @@ void main(out float4 ret : sv_target)
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draw quad
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probe (0, 0) rgba (0.2, 0.4, 0.6, 0.8)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float f;
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void main(out float4 ret : sv_target)
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@@ -160,26 +160,26 @@ void main(out float4 ret : sv_target)
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[test]
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uniform 0 float 0.0
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.1, 0.1, 0.1, 0.1) 1
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draw quad
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probe (0, 0) f32(0.1, 0.1, 0.1, 0.1) 1
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uniform 0 float 0.1
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2) 1
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draw quad
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probe (0, 0) f32(0.2, 0.2, 0.2, 0.2) 1
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uniform 0 float 0.3
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
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draw quad
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probe (0, 0) f32(0.4, 0.4, 0.4, 0.4) 1
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uniform 0 float 0.7
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.8, 0.8, 0.8, 0.8) 1
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draw quad
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probe (0, 0) f32(0.8, 0.8, 0.8, 0.8) 1
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uniform 0 float 0.9
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.9, 0.9, 0.9, 0.9) 1
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draw quad
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probe (0, 0) f32(0.9, 0.9, 0.9, 0.9) 1
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float f;
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void main(out float4 ret : sv_target)
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@@ -204,13 +204,13 @@ void main(out float4 ret : sv_target)
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[test]
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uniform 0 float 0.2
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2)
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draw quad
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probe (0, 0) f32(0.2, 0.2, 0.2, 0.2)
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uniform 0 float 0.8
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
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draw quad
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probe (0, 0) f32(0.5, 0.5, 0.5, 0.5)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 f[3];
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@@ -236,23 +236,23 @@ void main(out float4 ret : sv_target)
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uniform 0 float4 0.3 0.0 0.0 0.0
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uniform 4 float4 0.0 0.0 0.0 0.0
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uniform 8 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, 0.1, 0.1, 0.1) 1
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draw quad
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probe (0, 0) f32(0.1, 0.1, 0.1, 0.1) 1
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uniform 4 float4 0.35 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2) 1
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draw quad
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probe (0, 0) f32(0.2, 0.2, 0.2, 0.2) 1
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uniform 8 float4 0.5 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
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draw quad
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probe (0, 0) f32(0.4, 0.4, 0.4, 0.4) 1
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe (0, 0) rgba (0.4, 0.4, 0.4, 0.4) 1
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draw quad
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probe (0, 0) f32(0.4, 0.4, 0.4, 0.4) 1
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uniform 4 float4 2.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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draw quad
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% Apparently fixed by Mesa commit 9785fa460c41b9498c24a82b98069655a91224c5,
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% which only adds optimization; so it might just be hiding the bug rather than
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% solving it; see also https://gitlab.freedesktop.org/mesa/mesa/-/issues/13092
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