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vkd3d-shader/hlsl: Use values at the time of the swizzle's load in copy-propagation.
This preempts us from replacing a swizzle incorrectly, as in the following example: 1: A.x = 1.0 2: A 3: A.x = 2.0 4: @2.x were @4 ends up being 2.0 instead of 1.0, because that's the value stored in A.x at time 4, and we should be querying it at time 2. This also helps us to avoid replacing a swizzle with itself in copy-prop which can result in infinite loops, as with the included tests this commit. Consider the following sequence of instructions: 1 : A 2 : B = @1 3 : B 4 : A = @3 5 : @1.x Current copy-prop would replace 5 so it points to @3 now: 1 : A 2 : B = @1 3 : B 4 : A = @3 5 : @3.x But in the next iteration it would make it point back to @1, keeping it spinning infinitively. The solution is to index the instructions and don't replace the swizzle if the new load happens after the current load.
This commit is contained in:
committed by
Alexandre Julliard
parent
d877b877b3
commit
736f3ae2df
Notes:
Alexandre Julliard
2023-11-29 23:19:07 +01:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/487
@@ -18,7 +18,58 @@ float4 main() : sv_target
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[test]
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uniform 0 float 0.0
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draw quad
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todo(sm<6) probe all rgba (2.0, 2.0, 2.0, 2.0)
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probe all rgba (2.0, 2.0, 2.0, 2.0)
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uniform 0 float 1.0
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draw quad
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todo(sm<6) probe all rgba (-2.0, -2.0, -2.0, -2.0)
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probe all rgba (-2.0, -2.0, -2.0, -2.0)
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[pixel shader]
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float cond;
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float4 main() : sv_target
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{
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float2 r = {1, 2};
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float2 tmp;
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// invalidate r
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if (cond)
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r = float2(10, 20);
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tmp = r;
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r = tmp;
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return r.y;
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}
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[test]
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uniform 0 float 0.0
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draw quad
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probe all rgba (2.0, 2.0, 2.0, 2.0)
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uniform 0 float 1.0
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draw quad
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probe all rgba (20.0, 20.0, 20.0, 20.0)
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[pixel shader]
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float cond;
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float4 main() : sv_target
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{
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float2 r = {3, 4};
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// invalidate r
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if (cond)
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r = float2(30, 40);
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r = r;
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r = float2(1, r.y);
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return float4(r, 0, 0);
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}
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[test]
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uniform 0 float 0.0
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draw quad
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probe all rgba (1.0, 4.0, 0.0, 0.0)
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uniform 0 float 1.0
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draw quad
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probe all rgba (1.0, 40.0, 0.0, 0.0)
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