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vkd3d-shader/hlsl: Write SM4 break instructions.
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parent
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commit
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Notes:
Alexandre Julliard
2023-02-15 22:20:08 +01:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/92
@ -1861,6 +1861,20 @@ const char *hlsl_node_type_to_string(enum hlsl_ir_node_type type)
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return names[type];
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}
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const char *hlsl_jump_type_to_string(enum hlsl_ir_jump_type type)
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{
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static const char * const names[] =
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{
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"HLSL_IR_JUMP_BREAK",
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"HLSL_IR_JUMP_CONTINUE",
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"HLSL_IR_JUMP_DISCARD",
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"HLSL_IR_JUMP_RETURN",
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};
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assert(type < ARRAY_SIZE(names));
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return names[type];
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}
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static void dump_instr(struct hlsl_ctx *ctx, struct vkd3d_string_buffer *buffer, const struct hlsl_ir_node *instr);
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static void dump_instr_list(struct hlsl_ctx *ctx, struct vkd3d_string_buffer *buffer, const struct list *list)
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@ -1003,6 +1003,8 @@ struct hlsl_ir_var *hlsl_get_var(struct hlsl_scope *scope, const char *name);
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struct hlsl_type *hlsl_get_element_type_from_path_index(struct hlsl_ctx *ctx, const struct hlsl_type *type,
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struct hlsl_ir_node *idx);
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const char *hlsl_jump_type_to_string(enum hlsl_ir_jump_type type);
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struct hlsl_type *hlsl_new_array_type(struct hlsl_ctx *ctx, struct hlsl_type *basic_type, unsigned int array_size);
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struct hlsl_ir_node *hlsl_new_binary_expr(struct hlsl_ctx *ctx, enum hlsl_ir_expr_op op, struct hlsl_ir_node *arg1,
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struct hlsl_ir_node *arg2);
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@ -2118,6 +2118,28 @@ static void write_sm4_if(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buf
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write_sm4_instruction(buffer, &instr);
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}
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static void write_sm4_jump(struct hlsl_ctx *ctx,
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struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_jump *jump)
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{
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struct sm4_instruction instr = {0};
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switch (jump->type)
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{
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case HLSL_IR_JUMP_BREAK:
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instr.opcode = VKD3D_SM4_OP_BREAK;
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break;
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case HLSL_IR_JUMP_RETURN:
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vkd3d_unreachable();
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default:
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hlsl_fixme(ctx, &jump->node.loc, "Jump type %s.\n", hlsl_jump_type_to_string(jump->type));
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return;
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}
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write_sm4_instruction(buffer, &instr);
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}
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static void write_sm4_load(struct hlsl_ctx *ctx,
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struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_load *load)
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{
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@ -2375,6 +2397,10 @@ static void write_sm4_block(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *
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write_sm4_if(ctx, buffer, hlsl_ir_if(instr));
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break;
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case HLSL_IR_JUMP:
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write_sm4_jump(ctx, buffer, hlsl_ir_jump(instr));
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break;
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case HLSL_IR_LOAD:
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write_sm4_load(ctx, buffer, hlsl_ir_load(instr));
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break;
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@ -145,7 +145,7 @@ uniform 0 float 0.9
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draw quad
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probe all rgba (1.0, 0.9, 1.0, 0.6) 1
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[pixel shader todo]
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[pixel shader]
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float func(out float o)
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{
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@ -184,10 +184,10 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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draw quad
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probe all rgba (0.4, 0.3, 0.3, 0.9) 1
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[pixel shader todo]
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[pixel shader]
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uniform float f;
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@ -239,23 +239,23 @@ float4 main() : sv_target
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[test]
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uniform 0 float 0.0
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todo draw quad
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draw quad
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probe all rgba (0.3, 0.2, 0.3, 0.3) 1
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uniform 0 float 0.1
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todo draw quad
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draw quad
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probe all rgba (0.3, 0.3, 0.3, 0.3) 1
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uniform 0 float 0.3
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todo draw quad
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draw quad
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probe all rgba (0.3, 0.5, 0.3, 0.3) 1
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uniform 0 float 0.7
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todo draw quad
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draw quad
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probe all rgba (0.3, 0.9, 0.7, 0.6) 1
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uniform 0 float 0.9
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todo draw quad
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draw quad
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probe all rgba (0.4, 0.1, 0.7, 0.6) 1
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[pixel shader todo]
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@ -128,7 +128,7 @@ uniform 0 float 0.9
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draw quad
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probe all rgba (0.4, 0.5, 0.6, 0.7) 1
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[pixel shader todo]
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[pixel shader]
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void main(out float4 ret : sv_target)
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{
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@ -143,10 +143,10 @@ void main(out float4 ret : sv_target)
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}
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[test]
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todo draw quad
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todo probe all rgba (0.2, 0.4, 0.6, 0.8)
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draw quad
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probe all rgba (0.2, 0.4, 0.6, 0.8)
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[pixel shader todo]
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[pixel shader]
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uniform float f;
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@ -166,26 +166,26 @@ void main(out float4 ret : sv_target)
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[test]
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uniform 0 float 0.0
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todo draw quad
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todo probe all rgba (0.1, 0.1, 0.1, 0.1) 1
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draw quad
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probe all rgba (0.1, 0.1, 0.1, 0.1) 1
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uniform 0 float 0.1
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todo draw quad
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todo probe all rgba (0.2, 0.2, 0.2, 0.2) 1
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draw quad
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probe all rgba (0.2, 0.2, 0.2, 0.2) 1
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uniform 0 float 0.3
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todo draw quad
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draw quad
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todo probe all rgba (0.4, 0.4, 0.4, 0.4) 1
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uniform 0 float 0.7
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todo draw quad
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draw quad
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todo probe all rgba (0.8, 0.8, 0.8, 0.8) 1
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uniform 0 float 0.9
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todo draw quad
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draw quad
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todo probe all rgba (0.9, 0.9, 0.9, 0.9) 1
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[pixel shader todo]
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[pixel shader]
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uniform float f;
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@ -211,10 +211,10 @@ void main(out float4 ret : sv_target)
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[test]
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uniform 0 float 0.2
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todo draw quad
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todo probe all rgba (0.2, 0.2, 0.2, 0.2)
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draw quad
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probe all rgba (0.2, 0.2, 0.2, 0.2)
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uniform 0 float 0.8
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todo draw quad
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draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader todo]
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