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vkd3d-shader/ir: Split handling jumps when emitting a structured program.
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Notes:
Alexandre Julliard
2024-04-15 22:22:40 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Conor McCarthy (@cmccarthy) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/778
@ -2929,7 +2929,7 @@ struct vsir_cfg_structure
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struct vsir_cfg_structure_list else_body;
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bool invert_condition;
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} selection;
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struct
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struct vsir_cfg_structure_jump
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{
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enum vsir_cfg_jump_type
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{
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@ -4579,11 +4579,77 @@ static enum vkd3d_result vsir_cfg_structure_list_emit_selection(struct vsir_cfg
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return VKD3D_OK;
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}
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static enum vkd3d_result vsir_cfg_structure_list_emit(struct vsir_cfg *cfg,
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struct vsir_cfg_structure_list *list, unsigned int loop_idx)
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static enum vkd3d_result vsir_cfg_structure_list_emit_jump(struct vsir_cfg *cfg,
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struct vsir_cfg_structure_jump *jump, unsigned int loop_idx)
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{
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struct vsir_cfg_emit_target *target = cfg->target;
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const struct vkd3d_shader_location no_loc = {0};
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/* Encode the jump target as the loop index plus a bit to remember whether
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* we're breaking or continueing. */
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unsigned int jump_target = jump->target << 1;
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enum vkd3d_shader_opcode opcode;
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switch (jump->type)
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{
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case JUMP_CONTINUE:
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/* If we're continueing the loop we're directly inside, then we can emit a
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* `continue'. Otherwise we first have to break all the loops between here
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* and the loop to continue, recording our intention to continue
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* in the lowest bit of jump_target. */
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if (jump->target == loop_idx)
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{
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opcode = jump->condition ? VKD3DSIH_CONTINUEP : VKD3DSIH_CONTINUE;
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break;
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}
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jump_target |= 1;
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/* fall through */
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case JUMP_BREAK:
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opcode = jump->condition ? VKD3DSIH_BREAKP : VKD3DSIH_BREAK;
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break;
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case JUMP_RET:
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assert(!jump->condition);
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opcode = VKD3DSIH_RET;
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break;
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default:
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vkd3d_unreachable();
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}
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if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 2))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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if (opcode == VKD3DSIH_BREAK || opcode == VKD3DSIH_BREAKP)
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{
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, VKD3DSIH_MOV, 1, 1))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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dst_param_init_temp_uint(&target->instructions[target->ins_count].dst[0], target->jump_target_temp_idx);
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src_param_init_const_uint(&target->instructions[target->ins_count].src[0], jump_target);
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++target->ins_count;
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}
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, opcode, 0, !!jump->condition))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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if (jump->invert_condition)
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target->instructions[target->ins_count].flags |= VKD3D_SHADER_CONDITIONAL_OP_Z;
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if (jump->condition)
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target->instructions[target->ins_count].src[0] = *jump->condition;
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++target->ins_count;
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return VKD3D_OK;
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}
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static enum vkd3d_result vsir_cfg_structure_list_emit(struct vsir_cfg *cfg,
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struct vsir_cfg_structure_list *list, unsigned int loop_idx)
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{
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enum vkd3d_result ret;
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size_t i;
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@ -4610,68 +4676,10 @@ static enum vkd3d_result vsir_cfg_structure_list_emit(struct vsir_cfg *cfg,
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break;
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case STRUCTURE_TYPE_JUMP:
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{
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/* Encode the jump target as the loop index plus a bit to remember whether
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* we're breaking or continueing. */
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unsigned int jump_target = structure->u.jump.target << 1;
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enum vkd3d_shader_opcode opcode;
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switch (structure->u.jump.type)
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{
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case JUMP_CONTINUE:
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/* If we're continueing the loop we're directly inside, then we can emit a
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* `continue'. Otherwise we first have to break all the loops between here
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* and the loop to continue, recording our intention to continue
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* in the lowest bit of jump_target. */
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if (structure->u.jump.target == loop_idx)
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{
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opcode = structure->u.jump.condition ? VKD3DSIH_CONTINUEP : VKD3DSIH_CONTINUE;
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break;
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}
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jump_target |= 1;
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/* fall through */
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case JUMP_BREAK:
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opcode = structure->u.jump.condition ? VKD3DSIH_BREAKP : VKD3DSIH_BREAK;
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break;
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case JUMP_RET:
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assert(!structure->u.jump.condition);
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opcode = VKD3DSIH_RET;
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break;
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default:
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vkd3d_unreachable();
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}
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if (!reserve_instructions(&target->instructions, &target->ins_capacity, target->ins_count + 2))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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if (opcode == VKD3DSIH_BREAK || opcode == VKD3DSIH_BREAKP)
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{
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, VKD3DSIH_MOV, 1, 1))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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dst_param_init_temp_uint(&target->instructions[target->ins_count].dst[0], target->jump_target_temp_idx);
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src_param_init_const_uint(&target->instructions[target->ins_count].src[0], jump_target);
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++target->ins_count;
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}
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if (!vsir_instruction_init_with_params(cfg->program, &target->instructions[target->ins_count],
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&no_loc, opcode, 0, !!structure->u.jump.condition))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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if (structure->u.jump.invert_condition)
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target->instructions[target->ins_count].flags |= VKD3D_SHADER_CONDITIONAL_OP_Z;
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if (structure->u.jump.condition)
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target->instructions[target->ins_count].src[0] = *structure->u.jump.condition;
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++target->ins_count;
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if ((ret = vsir_cfg_structure_list_emit_jump(cfg, &structure->u.jump,
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loop_idx)) < 0)
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return ret;
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break;
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}
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default:
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vkd3d_unreachable();
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