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:
Shaun Ren
2025-10-27 21:46:35 -04:00
committed by Henri Verbeet
parent 787d49d6d8
commit 59b87c769a
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
2 changed files with 56 additions and 21 deletions

View File

@@ -3939,7 +3939,7 @@ static bool is_conditional_block_simple(const struct hlsl_block *cond_block)
{
struct hlsl_ir_jump *jump = hlsl_ir_jump(instr);
if (jump->type != HLSL_IR_JUMP_DISCARD_NZ)
if (jump->type != HLSL_IR_JUMP_DISCARD_NZ && jump->type != HLSL_IR_JUMP_DISCARD_NEG)
return false;
++cost;
break;
@@ -3990,13 +3990,6 @@ static bool can_flatten_conditional_block(struct hlsl_ctx *ctx, const struct hls
hlsl_fixme(ctx, &instr->loc, "Flattening conditional blocks with non-discard jump instructions.");
return false;
}
if (jump->type == HLSL_IR_JUMP_DISCARD_NEG)
{
hlsl_fixme(ctx, &jump->node.loc, "Flattening conditional blocks with discard_neg instructions.");
return false;
}
break;
}
@@ -4138,6 +4131,47 @@ static bool lower_conditional_block_discard_nz(struct hlsl_ctx *ctx, struct hlsl
return true;
}
static bool lower_conditional_block_discard_neg(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
struct hlsl_ir_node *cond, bool is_then)
{
struct hlsl_ir_node *discard_cond, *new_cond = NULL;
struct hlsl_constant_value zero_value = {0};
struct hlsl_ir_node *zero;
struct hlsl_ir_jump *jump;
struct hlsl_block block;
if (instr->type != HLSL_IR_JUMP)
return false;
jump = hlsl_ir_jump(instr);
discard_cond = jump->condition.node;
if (jump->type != HLSL_IR_JUMP_DISCARD_NEG)
return false;
VKD3D_ASSERT(ctx->profile->major_version < 4);
VKD3D_ASSERT(cond->data_type->e.numeric.type == HLSL_TYPE_BOOL && cond->data_type->e.numeric.dimx == 1);
hlsl_block_init(&block);
if (!(zero = hlsl_new_constant(ctx, discard_cond->data_type, &zero_value, &instr->loc)))
return false;
hlsl_block_add_instr(&block, zero);
if (zero->data_type->e.numeric.dimx != 1)
cond = hlsl_block_add_swizzle(ctx, &block, HLSL_SWIZZLE(X, X, X, X),
zero->data_type->e.numeric.dimx, cond, &instr->loc);
if (is_then)
new_cond = hlsl_add_conditional(ctx, &block, cond, discard_cond, zero);
else
new_cond = hlsl_add_conditional(ctx, &block, cond, zero, discard_cond);
list_move_before(&jump->node.entry, &block.instrs);
hlsl_src_remove(&jump->condition);
hlsl_src_from_node(&jump->condition, new_cond);
return true;
}
struct flatten_conditional_block_ctx
{
struct hlsl_ir_node *cond;
@@ -4149,7 +4183,8 @@ static bool lower_conditional_block_instrs(struct hlsl_ctx *ctx, struct hlsl_ir_
struct flatten_conditional_block_ctx *flatten_ctx = context;
return lower_conditional_block_stores(ctx, instr, flatten_ctx->cond, flatten_ctx->is_then)
|| lower_conditional_block_discard_nz(ctx, instr, flatten_ctx->cond, flatten_ctx->is_then);
|| lower_conditional_block_discard_nz(ctx, instr, flatten_ctx->cond, flatten_ctx->is_then)
|| lower_conditional_block_discard_neg(ctx, instr, flatten_ctx->cond, flatten_ctx->is_then);
}
static bool flatten_conditional_branches(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context)

View File

@@ -1,4 +1,4 @@
[pixel shader todo(sm<4)]
[pixel shader]
uniform float4 x;
float4 main() : sv_target
@@ -10,13 +10,13 @@ float4 main() : sv_target
[test]
uniform 0 float4 1 2 3 4
todo(sm<4 | glsl | msl & sm>=6) draw quad
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(sm<4 | glsl | msl & sm>=6) draw quad
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
[pixel shader todo(sm<4)]
[pixel shader]
uniform float4 x;
float4 main() : sv_target
@@ -29,13 +29,13 @@ float4 main() : sv_target
[test]
uniform 0 float4 1 2 3 4
todo(sm<4 | glsl | msl & sm>=6) draw quad
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(sm<4 | glsl | msl & sm>=6) draw quad
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
[pixel shader todo(sm<4)]
[pixel shader]
uniform float4 x;
float4 main() : sv_target
@@ -50,13 +50,13 @@ float4 main() : sv_target
[test]
uniform 0 float4 1 2 3 4
todo(sm<4 | glsl | msl & sm>=6) draw quad
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(sm<4 | glsl | msl & sm>=6) draw quad
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
[pixel shader todo(sm<4)]
[pixel shader]
uniform float4 x;
float4 main() : sv_target
@@ -72,10 +72,10 @@ float4 main() : sv_target
[test]
uniform 0 float4 1 2 3 4
todo(sm<4 | glsl | msl & sm>=6) draw quad
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
uniform 0 float4 9 8 7 6
todo(sm<4 | glsl | msl & sm>=6) draw quad
todo(glsl | msl & sm>=6) draw quad
probe (0, 0) f32(1, 2, 3, 4)
[require]