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vkd3d-shader/hlsl: Flatten conditional blocks containing discard_neg instructions.
For any `discard_neg c` instruction in a conditional block, we replace c with
cond ? c : 0 in a then block,
and
cond ? 0 : c in an else 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
@@ -3939,7 +3939,7 @@ static bool is_conditional_block_simple(const struct hlsl_block *cond_block)
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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)
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if (jump->type != HLSL_IR_JUMP_DISCARD_NZ && jump->type != HLSL_IR_JUMP_DISCARD_NEG)
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return false;
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++cost;
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break;
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@@ -3990,13 +3990,6 @@ static bool can_flatten_conditional_block(struct hlsl_ctx *ctx, const struct hls
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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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if (jump->type == HLSL_IR_JUMP_DISCARD_NEG)
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{
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hlsl_fixme(ctx, &jump->node.loc, "Flattening conditional blocks with discard_neg instructions.");
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return false;
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}
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break;
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}
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@@ -4138,6 +4131,47 @@ static bool lower_conditional_block_discard_nz(struct hlsl_ctx *ctx, struct hlsl
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return true;
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}
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static bool lower_conditional_block_discard_neg(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 *discard_cond, *new_cond = NULL;
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struct hlsl_constant_value zero_value = {0};
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struct hlsl_ir_node *zero;
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struct hlsl_ir_jump *jump;
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struct hlsl_block block;
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if (instr->type != HLSL_IR_JUMP)
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return false;
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jump = hlsl_ir_jump(instr);
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discard_cond = jump->condition.node;
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if (jump->type != HLSL_IR_JUMP_DISCARD_NEG)
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return false;
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VKD3D_ASSERT(ctx->profile->major_version < 4);
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VKD3D_ASSERT(cond->data_type->e.numeric.type == HLSL_TYPE_BOOL && cond->data_type->e.numeric.dimx == 1);
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hlsl_block_init(&block);
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if (!(zero = hlsl_new_constant(ctx, discard_cond->data_type, &zero_value, &instr->loc)))
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return false;
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hlsl_block_add_instr(&block, zero);
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if (zero->data_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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zero->data_type->e.numeric.dimx, cond, &instr->loc);
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if (is_then)
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new_cond = hlsl_add_conditional(ctx, &block, cond, discard_cond, zero);
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else
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new_cond = hlsl_add_conditional(ctx, &block, cond, zero, discard_cond);
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list_move_before(&jump->node.entry, &block.instrs);
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hlsl_src_remove(&jump->condition);
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hlsl_src_from_node(&jump->condition, new_cond);
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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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@@ -4149,7 +4183,8 @@ static bool lower_conditional_block_instrs(struct hlsl_ctx *ctx, struct hlsl_ir_
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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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|| lower_conditional_block_discard_nz(ctx, instr, flatten_ctx->cond, flatten_ctx->is_then);
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|| lower_conditional_block_discard_nz(ctx, instr, flatten_ctx->cond, flatten_ctx->is_then)
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|| lower_conditional_block_discard_neg(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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@@ -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 x;
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float4 main() : sv_target
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@@ -10,13 +10,13 @@ float4 main() : sv_target
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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(glsl | msl & sm>=6) draw quad
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probe (0, 0) f32(1, 2, 3, 4)
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uniform 0 float4 9 8 7 6
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todo(sm<4 | glsl | msl & sm>=6) draw quad
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todo(glsl | msl & sm>=6) draw quad
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probe (0, 0) f32(1, 2, 3, 4)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 x;
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float4 main() : sv_target
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@@ -29,13 +29,13 @@ float4 main() : sv_target
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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(glsl | msl & sm>=6) draw quad
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probe (0, 0) f32(1, 2, 3, 4)
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uniform 0 float4 9 8 7 6
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todo(sm<4 | glsl | msl & sm>=6) draw quad
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todo(glsl | msl & sm>=6) draw quad
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probe (0, 0) f32(1, 2, 3, 4)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 x;
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float4 main() : sv_target
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@@ -50,13 +50,13 @@ float4 main() : sv_target
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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(glsl | msl & sm>=6) draw quad
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probe (0, 0) f32(1, 2, 3, 4)
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uniform 0 float4 9 8 7 6
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todo(sm<4 | glsl | msl & sm>=6) draw quad
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todo(glsl | msl & sm>=6) draw quad
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probe (0, 0) f32(1, 2, 3, 4)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 x;
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float4 main() : sv_target
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@@ -72,10 +72,10 @@ float4 main() : sv_target
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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(glsl | msl & sm>=6) draw quad
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probe (0, 0) f32(1, 2, 3, 4)
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uniform 0 float4 9 8 7 6
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todo(sm<4 | glsl | msl & sm>=6) draw quad
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todo(glsl | msl & sm>=6) draw quad
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probe (0, 0) f32(1, 2, 3, 4)
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[require]
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