mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
vkd3d-shader/ir: Introduce a simple control flow graph structurizer.
The structurizer is implemented along the lines of what is usually called the "structured program theorem": the control flow is completely virtualized by mean of an additional TEMP register which stores the block index which is currently running. The whole program is then converted to a huge switch construction enclosed in a loop, executing at each iteration the appropriate block and updating the register depending on block jump instruction. The algorithm's generality is also its major weakness: it accepts any input program, even if its CFG is not reducible, but the output program lacks any useful convergence information. It satisfies the letter of the SPIR-V requirements, but it is expected that it will be very inefficient to run on a GPU (unless a downstream compiler is able to devirtualize the control flow and do a proper convergence analysis pass). The algorithm is however very simple, and good enough to at least pass tests, enabling further development. A better alternative is expected to be upstreamed incrementally. Side note: the structured program theorem is often called the Böhm-Jacopini theorem; Böhm and Jacopini did indeed prove a variation of it, but their algorithm is different from what is commontly attributed to them and implemented here, so I opted for not using their name.
This commit is contained in:
parent
19aef21369
commit
51f13391e6
Notes:
Alexandre Julliard
2024-02-06 23:42:19 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Conor McCarthy (@cmccarthy) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/607
@ -470,6 +470,25 @@ static void dst_param_init_ssa_bool(struct vkd3d_shader_dst_param *dst, unsigned
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dst->reg.idx[0].offset = idx;
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}
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static void dst_param_init_temp_uint(struct vkd3d_shader_dst_param *dst, unsigned int idx)
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{
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vsir_dst_param_init(dst, VKD3DSPR_TEMP, VKD3D_DATA_UINT, 1);
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dst->reg.idx[0].offset = idx;
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dst->write_mask = VKD3DSP_WRITEMASK_0;
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}
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static void src_param_init_temp_uint(struct vkd3d_shader_src_param *src, unsigned int idx)
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{
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vsir_src_param_init(src, VKD3DSPR_TEMP, VKD3D_DATA_UINT, 1);
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src->reg.idx[0].offset = idx;
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}
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static void src_param_init_const_uint(struct vkd3d_shader_src_param *src, uint32_t value)
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{
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vsir_src_param_init(src, VKD3DSPR_IMMCONST, VKD3D_DATA_UINT, 0);
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src->reg.u.immconst_u32[0] = value;
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}
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void vsir_instruction_init(struct vkd3d_shader_instruction *ins, const struct vkd3d_shader_location *location,
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enum vkd3d_shader_opcode handler_idx)
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{
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@ -2871,6 +2890,125 @@ fail:
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return VKD3D_ERROR_OUT_OF_MEMORY;
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}
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static enum vkd3d_result simple_structurizer_run(struct vkd3d_shader_parser *parser)
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{
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const unsigned int block_temp_idx = parser->program.temp_count;
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struct vkd3d_shader_instruction *instructions = NULL;
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const struct vkd3d_shader_location no_loc = {0};
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size_t ins_capacity = 0, ins_count = 0, i;
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bool first_label_found = false;
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if (!reserve_instructions(&instructions, &ins_capacity, parser->program.instructions.count))
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goto fail;
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for (i = 0; i < parser->program.instructions.count; ++i)
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{
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struct vkd3d_shader_instruction *ins = &parser->program.instructions.elements[i];
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switch (ins->handler_idx)
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{
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case VKD3DSIH_PHI:
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case VKD3DSIH_SWITCH_MONOLITHIC:
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vkd3d_unreachable();
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case VKD3DSIH_LABEL:
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if (!reserve_instructions(&instructions, &ins_capacity, ins_count + 4))
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goto fail;
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if (!first_label_found)
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{
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first_label_found = true;
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if (!vsir_instruction_init_with_params(&parser->program, &instructions[ins_count], &no_loc, VKD3DSIH_MOV, 1, 1))
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goto fail;
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dst_param_init_temp_uint(&instructions[ins_count].dst[0], block_temp_idx);
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src_param_init_const_uint(&instructions[ins_count].src[0], label_from_src_param(&ins->src[0]));
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ins_count++;
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if (!vsir_instruction_init_with_params(&parser->program, &instructions[ins_count], &no_loc, VKD3DSIH_LOOP, 0, 0))
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goto fail;
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ins_count++;
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if (!vsir_instruction_init_with_params(&parser->program, &instructions[ins_count], &no_loc, VKD3DSIH_SWITCH, 0, 1))
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goto fail;
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src_param_init_temp_uint(&instructions[ins_count].src[0], block_temp_idx);
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ins_count++;
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}
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if (!vsir_instruction_init_with_params(&parser->program, &instructions[ins_count], &no_loc, VKD3DSIH_CASE, 0, 1))
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goto fail;
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src_param_init_const_uint(&instructions[ins_count].src[0], label_from_src_param(&ins->src[0]));
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ins_count++;
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break;
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case VKD3DSIH_BRANCH:
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if (!reserve_instructions(&instructions, &ins_capacity, ins_count + 2))
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goto fail;
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if (vsir_register_is_label(&ins->src[0].reg))
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{
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if (!vsir_instruction_init_with_params(&parser->program, &instructions[ins_count], &no_loc, VKD3DSIH_MOV, 1, 1))
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goto fail;
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dst_param_init_temp_uint(&instructions[ins_count].dst[0], block_temp_idx);
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src_param_init_const_uint(&instructions[ins_count].src[0], label_from_src_param(&ins->src[0]));
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ins_count++;
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}
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else
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{
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if (!vsir_instruction_init_with_params(&parser->program, &instructions[ins_count], &no_loc, VKD3DSIH_MOVC, 1, 3))
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goto fail;
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dst_param_init_temp_uint(&instructions[ins_count].dst[0], block_temp_idx);
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instructions[ins_count].src[0] = ins->src[0];
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src_param_init_const_uint(&instructions[ins_count].src[1], label_from_src_param(&ins->src[1]));
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src_param_init_const_uint(&instructions[ins_count].src[2], label_from_src_param(&ins->src[2]));
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ins_count++;
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}
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if (!vsir_instruction_init_with_params(&parser->program, &instructions[ins_count], &no_loc, VKD3DSIH_BREAK, 0, 0))
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goto fail;
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ins_count++;
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break;
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case VKD3DSIH_RET:
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default:
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if (!reserve_instructions(&instructions, &ins_capacity, ins_count + 1))
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goto fail;
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instructions[ins_count++] = *ins;
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break;
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}
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}
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assert(first_label_found);
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if (!reserve_instructions(&instructions, &ins_capacity, ins_count + 3))
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goto fail;
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if (!vsir_instruction_init_with_params(&parser->program, &instructions[ins_count], &no_loc, VKD3DSIH_ENDSWITCH, 0, 0))
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goto fail;
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ins_count++;
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if (!vsir_instruction_init_with_params(&parser->program, &instructions[ins_count], &no_loc, VKD3DSIH_ENDLOOP, 0, 0))
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goto fail;
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ins_count++;
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if (!vsir_instruction_init_with_params(&parser->program, &instructions[ins_count], &no_loc, VKD3DSIH_RET, 0, 0))
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goto fail;
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ins_count++;
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vkd3d_free(parser->program.instructions.elements);
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parser->program.instructions.elements = instructions;
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parser->program.instructions.capacity = ins_capacity;
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parser->program.instructions.count = ins_count;
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parser->program.temp_count += 1;
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return VKD3D_OK;
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fail:
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vkd3d_free(instructions);
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return VKD3D_ERROR_OUT_OF_MEMORY;
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}
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enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
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const struct vkd3d_shader_compile_info *compile_info)
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{
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@ -2889,6 +3027,9 @@ enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
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if ((result = materialize_ssas_to_temps(parser)) < 0)
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return result;
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if ((result = simple_structurizer_run(parser)) < 0)
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return result;
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}
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else
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{
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@ -2916,13 +3057,13 @@ enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
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remove_dead_code(&parser->program);
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if ((result = flatten_control_flow_constructs(parser)) < 0)
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return result;
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if ((result = normalise_combined_samplers(parser)) < 0)
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return result;
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}
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if ((result = flatten_control_flow_constructs(parser)) < 0)
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return result;
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if (TRACE_ON())
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vkd3d_shader_trace(&parser->program);
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@ -88,7 +88,7 @@ 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 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.9, 0.8, 0.7, 0.6)
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[pixel shader]
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@ -54,7 +54,7 @@ float4 main(float tex : texcoord) : sv_target
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[test]
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uniform 0 uint4 10 0 0 0
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todo(sm>=6) draw quad
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draw quad
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probe ( 0, 0, 159, 480) rgba (10.0, 35.0, 0.0, 0.0)
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probe (161, 0, 479, 480) rgba (10.0, 38.0, 0.0, 0.0)
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probe (481, 0, 640, 480) rgba ( 5.0, 10.0, 0.0, 0.0)
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@ -79,16 +79,16 @@ float4 main() : sv_target
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[test]
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uniform 0 float 0.1
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.3, 0.2, 0.6, 0.3) 1
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uniform 0 float 0.4
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.6, 0.5, 0.6, 0.3) 1
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uniform 0 float 0.6
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.6, 0.5, 0.4, 0.5) 1
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uniform 0 float 0.8
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.8, 0.7, 0.4, 0.5) 1
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[pixel shader todo(sm<4)]
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@ -134,13 +134,13 @@ float4 main() : sv_target
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[test]
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uniform 0 float 0.1
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.2, 0.1, 0.2, 0.1) 1
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uniform 0 float 0.5
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.5, 0.4, 1.0, 0.9) 1
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uniform 0 float 0.9
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (1.0, 0.9, 1.0, 0.6) 1
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[pixel shader todo(sm<4)]
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@ -235,23 +235,23 @@ float4 main() : sv_target
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[test]
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uniform 0 float 0.0
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.3, 0.2, 0.3, 0.3) 1
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uniform 0 float 0.1
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.3, 0.3, 0.3, 0.3) 1
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uniform 0 float 0.3
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.3, 0.5, 0.3, 0.3) 1
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uniform 0 float 0.7
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.3, 0.9, 0.7, 0.6) 1
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uniform 0 float 0.9
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.4, 0.1, 0.7, 0.6) 1
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[pixel shader todo(sm<4)]
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@ -291,21 +291,21 @@ float4 main() : 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 | sm>=6) draw quad
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todo(sm>=6) probe all rgba (0.3, 0.2, 0.6, 0.6) 1
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todo(sm<4) draw quad
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probe all rgba (0.3, 0.2, 0.6, 0.6) 1
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uniform 4 float4 0.35 0.0 0.0 0.0
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todo(sm<4 | sm>=6) draw quad
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todo(sm>=6) probe all rgba (0.3, 0.3, 0.6, 0.6) 1
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todo(sm<4) draw quad
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probe all rgba (0.3, 0.3, 0.6, 0.6) 1
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uniform 8 float4 0.5 0.0 0.0 0.0
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todo(sm<4 | sm>=6) draw quad
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todo(sm>=6) probe all rgba (0.3, 0.5, 0.6, 0.6) 1
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todo(sm<4) draw quad
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probe all rgba (0.3, 0.5, 0.6, 0.6) 1
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm<4 | sm>=6) draw quad
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todo(sm>=6) probe all rgba (0.3, 0.5, 0.6, 0.6) 1
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todo(sm<4) draw quad
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probe all rgba (0.3, 0.5, 0.6, 0.6) 1
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uniform 4 float4 2.0 0.0 0.0 0.0
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todo(sm<4 | sm>=6) draw quad
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todo(sm>=6) probe all rgba (0.4, 0.1, 0.6, 0.6) 1
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todo(sm<4) draw quad
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probe all rgba (0.4, 0.1, 0.6, 0.6) 1
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@ -118,7 +118,7 @@ float4 main() : sv_target
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}
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[test]
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (10.0, 10.0, 10.0, 10.0)
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[pixel shader todo(sm<4)]
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@ -137,7 +137,7 @@ float4 main() : sv_target
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}
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[test]
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (10.0, 10.0, 10.0, 10.0)
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[pixel shader todo(sm<4)]
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@ -156,7 +156,7 @@ float4 main() : sv_target
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}
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[test]
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (10.0, 10.0, 10.0, 10.0)
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% unroll can't be used with fastopt or loop
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|
@ -89,13 +89,13 @@ 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 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (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 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (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 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.5, 0.6, 0.7, 0.8) 1
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[pixel shader todo(sm<4)]
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@ -115,13 +115,13 @@ 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 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (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 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (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 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.4, 0.5, 0.6, 0.7) 1
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[pixel shader todo(sm<4)]
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@ -160,23 +160,23 @@ 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 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (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 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.2, 0.2, 0.2, 0.2) 1
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|
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uniform 0 float 0.3
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
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probe all rgba (0.4, 0.4, 0.4, 0.4) 1
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|
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uniform 0 float 0.7
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todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
|
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probe all rgba (0.8, 0.8, 0.8, 0.8) 1
|
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|
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uniform 0 float 0.9
|
||||
todo(sm<4 | sm>=6) draw quad
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todo(sm<4) draw quad
|
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probe all rgba (0.9, 0.9, 0.9, 0.9) 1
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|
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[pixel shader todo(sm<4)]
|
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@ -236,21 +236,21 @@ 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
|
||||
uniform 8 float4 0.1 0.0 0.0 0.0
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.1, 0.1, 0.1, 0.1) 1
|
||||
|
||||
uniform 4 float4 0.35 0.0 0.0 0.0
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.2, 0.2, 0.2, 0.2) 1
|
||||
|
||||
uniform 8 float4 0.5 0.0 0.0 0.0
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.4, 0.4, 0.4, 0.4) 1
|
||||
|
||||
uniform 4 float4 2.0 0.0 0.0 0.0
|
||||
todo(sm<4 | sm>=6) draw quad
|
||||
todo(sm<4) draw quad
|
||||
probe all rgba (0.9, 0.9, 0.9, 0.9) 1
|
||||
|
@ -14,10 +14,10 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 2.0 3.0 4.0 5.0
|
||||
todo draw quad
|
||||
draw quad
|
||||
probe all rgba (2.0, 3.0, 4.0, 5.0)
|
||||
uniform 0 float4 0.0 10.0 11.0 12.0
|
||||
todo draw quad
|
||||
draw quad
|
||||
probe all rgba (-1.0, 9.0, 10.0, 11.0)
|
||||
|
||||
|
||||
|
@ -116,10 +116,10 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 2 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (1.1, 2.1, 3.1, 4.1)
|
||||
uniform 0 uint4 1 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
% floats are accepted
|
||||
@ -145,10 +145,10 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 2 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (1.1, 2.1, 3.1, 4.1)
|
||||
uniform 0 uint4 1 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
[pixel shader fail(sm>=6)]
|
||||
@ -173,10 +173,10 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 float4 2.0 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (1.1, 2.1, 3.1, 4.1)
|
||||
uniform 0 float4 1.0 0.0 0.0 0.0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
[pixel shader fail]
|
||||
@ -374,13 +374,13 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 2 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (1.1, 2.1, 3.1, 4.1)
|
||||
uniform 0 uint4 1 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (1.2, 2.2, 3.2, 4.2)
|
||||
uniform 0 uint4 0 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
% switch breaks within a loop
|
||||
@ -412,7 +412,7 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 2 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (5.0, 6.0, 7.0, 8.0)
|
||||
|
||||
% default case placement
|
||||
@ -443,13 +443,13 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 0 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (4.0, 5.0, 6.0, 7.0)
|
||||
uniform 0 uint4 2 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (2.0, 3.0, 4.0, 5.0)
|
||||
uniform 0 uint4 3 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (4.0, 5.0, 6.0, 7.0)
|
||||
|
||||
[pixel shader]
|
||||
@ -480,13 +480,13 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 3 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
uniform 0 uint4 0 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (4.0, 5.0, 6.0, 7.0)
|
||||
uniform 0 uint4 5 0 0 0
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (1.0, 2.0, 3.0, 4.0)
|
||||
|
||||
% 'continue' is not supported in switches
|
||||
@ -546,10 +546,10 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 0 0 3 1
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (10.0, 11.0, 12.0, 13.0)
|
||||
uniform 0 uint4 1 0 3 1
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (7.0, 8.0, 9.0, 10.0)
|
||||
|
||||
% return from a switch nested in a loop
|
||||
@ -580,8 +580,8 @@ float4 main() : sv_target
|
||||
|
||||
[test]
|
||||
uniform 0 uint4 0 0 3 1
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (304.0, 305.0, 306.0, 307.0)
|
||||
uniform 0 uint4 1 0 3 1
|
||||
todo(sm>=6) draw quad
|
||||
draw quad
|
||||
probe all rgba (3.0, 4.0, 5.0, 6.0)
|
||||
|
Loading…
Reference in New Issue
Block a user