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:
Shaun Ren
2025-10-16 23:30:46 -04:00
committed by Henri Verbeet
parent 200e66ba4f
commit 4d5a1528ab
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
10 changed files with 374 additions and 141 deletions

View File

@@ -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