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vkd3d-shader/d3dbc: Support SM1 if conditionals.
According to the documentation, if_comp is available from 2_x pixel and vertex shaders and, unlike "if bool" it doesn't expect a constant boolean register (from the input signature), so: if_neq cond -cond seems like a convenient way to write these, for profiles above 2.0.
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Notes:
Alexandre Julliard
2024-04-25 00:12:42 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Zebediah Figura (@zfigura) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/794
@ -1813,6 +1813,7 @@ static uint32_t sm1_encode_register_type(D3DSHADER_PARAM_REGISTER_TYPE type)
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struct sm1_instruction
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{
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D3DSHADER_INSTRUCTION_OPCODE_TYPE opcode;
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unsigned int flags;
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struct sm1_dst_register
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{
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@ -1852,6 +1853,8 @@ static void write_sm1_instruction(struct hlsl_ctx *ctx, struct vkd3d_bytecode_bu
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uint32_t token = instr->opcode;
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unsigned int i;
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token |= VKD3D_SM1_INSTRUCTION_FLAGS_MASK & (instr->flags << VKD3D_SM1_INSTRUCTION_FLAGS_SHIFT);
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if (ctx->profile->major_version > 1)
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token |= (instr->has_dst + instr->src_count) << D3DSI_INSTLENGTH_SHIFT;
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put_u32(buffer, token);
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@ -2414,6 +2417,49 @@ static void write_sm1_expr(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *b
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}
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}
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static void write_sm1_block(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer,
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const struct hlsl_block *block);
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static void write_sm1_if(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_node *instr)
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{
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const struct hlsl_ir_if *iff = hlsl_ir_if(instr);
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const struct hlsl_ir_node *condition;
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struct sm1_instruction sm1_ifc, sm1_else, sm1_endif;
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condition = iff->condition.node;
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assert(condition->data_type->dimx == 1 && condition->data_type->dimy == 1);
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sm1_ifc = (struct sm1_instruction)
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{
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.opcode = D3DSIO_IFC,
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.flags = VKD3D_SHADER_REL_OP_NE, /* Make it a "if_ne" instruction. */
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.srcs[0].type = D3DSPR_TEMP,
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.srcs[0].swizzle = hlsl_swizzle_from_writemask(condition->reg.writemask),
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.srcs[0].reg = condition->reg.id,
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.srcs[0].mod = 0,
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.srcs[1].type = D3DSPR_TEMP,
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.srcs[1].swizzle = hlsl_swizzle_from_writemask(condition->reg.writemask),
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.srcs[1].reg = condition->reg.id,
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.srcs[1].mod = D3DSPSM_NEG,
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.src_count = 2,
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};
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write_sm1_instruction(ctx, buffer, &sm1_ifc);
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write_sm1_block(ctx, buffer, &iff->then_block);
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if (!list_empty(&iff->else_block.instrs))
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{
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sm1_else = (struct sm1_instruction){.opcode = D3DSIO_ELSE};
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write_sm1_instruction(ctx, buffer, &sm1_else);
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write_sm1_block(ctx, buffer, &iff->else_block);
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}
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sm1_endif = (struct sm1_instruction){.opcode = D3DSIO_ENDIF};
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write_sm1_instruction(ctx, buffer, &sm1_endif);
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}
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static void write_sm1_jump(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_node *instr)
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{
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const struct hlsl_ir_jump *jump = hlsl_ir_jump(instr);
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@ -2643,6 +2689,13 @@ static void write_sm1_block(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *
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write_sm1_expr(ctx, buffer, instr);
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break;
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case HLSL_IR_IF:
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if (hlsl_version_ge(ctx, 2, 1))
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write_sm1_if(ctx, buffer, instr);
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else
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hlsl_fixme(ctx, &instr->loc, "Flatten \"if\" conditionals branches.");
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break;
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case HLSL_IR_JUMP:
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write_sm1_jump(ctx, buffer, instr);
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break;
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@ -75,7 +75,7 @@ float main() : sv_target
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shader model >= 3.0
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float a;
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float4 main() : sv_target
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@ -87,14 +87,14 @@ float4 main() : sv_target
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[test]
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uniform 0 float -2
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1, 2, 3, 4)
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uniform 0 float 10
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (10, 20, 30, 40)
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[pixel shader todo(sm<4)]
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[pixel shader]
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uniform float4 u;
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float4 main() : sv_target
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@ -108,7 +108,7 @@ 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 | glsl) draw quad
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todo(glsl) 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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@ -129,7 +129,7 @@ todo(glsl) draw quad
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probe all rgba (9.0, 10.0, 11.0, 12.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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int a, b;
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float4 main() : sv_target
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@ -145,23 +145,23 @@ if(sm<4) uniform 0 float 8
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if(sm<4) uniform 4 float 9
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if(sm>=4) uniform 0 int 8
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if(sm>=4) uniform 1 int 9
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-1.0, -1.0, -1.0, -1.0)
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if(sm<4) uniform 0 float -3
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if(sm<4) uniform 4 float -4
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 1 int -4
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float 7
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if(sm<4) uniform 4 float 7
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if(sm>=4) uniform 0 int 7
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if(sm>=4) uniform 1 int 7
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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int a, b;
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float4 main() : sv_target
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@ -177,23 +177,23 @@ if(sm<4) uniform 0 float 8
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if(sm<4) uniform 4 float 9
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if(sm>=4) uniform 0 int 8
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if(sm>=4) uniform 1 int 9
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-1.0, -1.0, -1.0, -1.0)
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if(sm<4) uniform 0 float -3
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if(sm<4) uniform 4 float -4
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 1 int -4
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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if(sm<4) uniform 0 float 7
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if(sm<4) uniform 4 float 7
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if(sm>=4) uniform 0 int 7
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if(sm>=4) uniform 1 int 7
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-1.0, -1.0, -1.0, -1.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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int a, b;
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float4 main() : sv_target
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@ -209,13 +209,13 @@ if(sm<4) uniform 0 float -3
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if(sm<4) uniform 4 float -2
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if(sm>=4) uniform 0 int -3
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if(sm>=4) uniform 1 int -2
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (-1.0, -1.0, -1.0, -1.0)
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if(sm<4) uniform 0 float 4
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if(sm<4) uniform 4 float 4
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if(sm>=4) uniform 0 int 4
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if(sm>=4) uniform 1 int 4
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todo(sm<4 | glsl) draw quad
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todo(glsl) draw quad
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probe all rgba (1.0, 1.0, 1.0, 1.0)
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