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:
Giovanni Mascellani
2024-01-16 23:56:43 +01:00
committed by Alexandre Julliard
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
8 changed files with 209 additions and 68 deletions

View File

@@ -89,13 +89,13 @@ void main(out float4 ret : sv_target)
[test]
uniform 0 float 0.1
todo(sm<4 | sm>=6) draw quad
todo(sm<4) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4) 1
uniform 0 float 0.5
todo(sm<4 | sm>=6) draw quad
todo(sm<4) draw quad
probe all rgba (0.2, 0.3, 0.4, 0.5) 1
uniform 0 float 0.9
todo(sm<4 | sm>=6) draw quad
todo(sm<4) draw quad
probe all rgba (0.5, 0.6, 0.7, 0.8) 1
[pixel shader todo(sm<4)]
@@ -115,13 +115,13 @@ void main(out float4 ret : sv_target)
[test]
uniform 0 float 0.1
todo(sm<4 | sm>=6) draw quad
todo(sm<4) draw quad
probe all rgba (0.1, 0.2, 0.3, 0.4) 1
uniform 0 float 0.5
todo(sm<4 | sm>=6) draw quad
todo(sm<4) draw quad
probe all rgba (0.5, 0.6, 0.7, 0.8) 1
uniform 0 float 0.9
todo(sm<4 | sm>=6) draw quad
todo(sm<4) draw quad
probe all rgba (0.4, 0.5, 0.6, 0.7) 1
[pixel shader todo(sm<4)]
@@ -160,23 +160,23 @@ void main(out float4 ret : sv_target)
[test]
uniform 0 float 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 0 float 0.1
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 0 float 0.3
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 float 0.7
todo(sm<4 | sm>=6) draw quad
todo(sm<4) draw quad
probe all rgba (0.8, 0.8, 0.8, 0.8) 1
uniform 0 float 0.9
todo(sm<4 | sm>=6) draw quad
todo(sm<4) draw quad
probe all rgba (0.9, 0.9, 0.9, 0.9) 1
[pixel shader todo(sm<4)]
@@ -236,21 +236,21 @@ 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 | 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