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vkd3d-shader/glsl: Implement loops.
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Notes:
Henri Verbeet
2024-10-09 13:19:34 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1162
@@ -651,6 +651,20 @@ static void shader_glsl_cast(struct vkd3d_glsl_generator *gen, const struct vkd3
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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static void shader_glsl_end_block(struct vkd3d_glsl_generator *gen)
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{
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--gen->indent;
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "}\n");
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}
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static void shader_glsl_begin_block(struct vkd3d_glsl_generator *gen)
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{
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "{\n");
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++gen->indent;
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}
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static void shader_glsl_if(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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const char *condition;
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@@ -664,23 +678,28 @@ static void shader_glsl_if(struct vkd3d_glsl_generator *gen, const struct vkd3d_
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glsl_src_cleanup(&src, &gen->string_buffers);
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "{\n");
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++gen->indent;
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shader_glsl_begin_block(gen);
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}
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static void shader_glsl_else(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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unsigned int i = 4 * (gen->indent - 1);
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vkd3d_string_buffer_printf(gen->buffer, "%*s}\n%*selse\n%*s{\n", i, "", i, "", i, "");
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shader_glsl_end_block(gen);
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "else\n");
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shader_glsl_begin_block(gen);
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}
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static void shader_glsl_endif(struct vkd3d_glsl_generator *gen)
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static void shader_glsl_loop(struct vkd3d_glsl_generator *gen)
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{
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--gen->indent;
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "}\n");
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vkd3d_string_buffer_printf(gen->buffer, "for (;;)\n");
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shader_glsl_begin_block(gen);
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}
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static void shader_glsl_break(struct vkd3d_glsl_generator *gen)
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{
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "break;\n");
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}
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static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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@@ -1130,6 +1149,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_AND:
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shader_glsl_binop(gen, ins, "&");
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break;
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case VKD3DSIH_BREAK:
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shader_glsl_break(gen);
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break;
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case VKD3DSIH_DCL_INDEXABLE_TEMP:
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shader_glsl_dcl_indexable_temp(gen, ins);
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break;
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@@ -1157,7 +1179,8 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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shader_glsl_else(gen, ins);
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break;
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case VKD3DSIH_ENDIF:
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shader_glsl_endif(gen);
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case VKD3DSIH_ENDLOOP:
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shader_glsl_end_block(gen);
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break;
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case VKD3DSIH_EQO:
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case VKD3DSIH_IEQ:
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@@ -1223,6 +1246,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_LOG:
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shader_glsl_intrinsic(gen, ins, "log2");
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break;
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case VKD3DSIH_LOOP:
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shader_glsl_loop(gen);
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break;
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case VKD3DSIH_MOV:
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shader_glsl_mov(gen, ins);
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break;
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