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vkd3d-shader/hlsl: Extend the liveness of nodes produced outside loops.
Otherwise, it is possible that the register used by the temp is overridden by a subsequent instruction within the same loop.
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commit
e060773c19
Notes:
Alexandre Julliard
2023-05-24 22:33:32 +02:00
Approved-by: Giovanni Mascellani (@giomasce) 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/208
@ -2587,9 +2587,9 @@ static void allocate_register_reservations(struct hlsl_ctx *ctx)
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/* Compute the earliest and latest liveness for each variable. In the case that
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* a variable is accessed inside of a loop, we promote its liveness to extend
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* to at least the range of the entire loop. Note that we don't need to do this
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* for anonymous nodes, since there's currently no way to use a node which was
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* calculated in an earlier iteration of the loop. */
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* to at least the range of the entire loop. We also do this for nodes, so that
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* nodes produced before the loop have their temp register protected from being
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* overridden after the last read within an iteration. */
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static void compute_liveness_recurse(struct hlsl_block *block, unsigned int loop_first, unsigned int loop_last)
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{
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struct hlsl_ir_node *instr;
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@ -2597,7 +2597,7 @@ static void compute_liveness_recurse(struct hlsl_block *block, unsigned int loop
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LIST_FOR_EACH_ENTRY(instr, &block->instrs, struct hlsl_ir_node, entry)
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{
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const unsigned int var_last_read = loop_last ? max(instr->index, loop_last) : instr->index;
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const unsigned int last_read = loop_last ? max(instr->index, loop_last) : instr->index;
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switch (instr->type)
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{
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@ -2612,9 +2612,9 @@ static void compute_liveness_recurse(struct hlsl_block *block, unsigned int loop
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var = store->lhs.var;
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if (!var->first_write)
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var->first_write = loop_first ? min(instr->index, loop_first) : instr->index;
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store->rhs.node->last_read = instr->index;
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store->rhs.node->last_read = last_read;
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if (store->lhs.offset.node)
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store->lhs.offset.node->last_read = instr->index;
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store->lhs.offset.node->last_read = last_read;
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break;
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}
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case HLSL_IR_EXPR:
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@ -2623,7 +2623,7 @@ static void compute_liveness_recurse(struct hlsl_block *block, unsigned int loop
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unsigned int i;
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for (i = 0; i < ARRAY_SIZE(expr->operands) && expr->operands[i].node; ++i)
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expr->operands[i].node->last_read = instr->index;
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expr->operands[i].node->last_read = last_read;
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break;
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}
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case HLSL_IR_IF:
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@ -2632,7 +2632,7 @@ static void compute_liveness_recurse(struct hlsl_block *block, unsigned int loop
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compute_liveness_recurse(&iff->then_block, loop_first, loop_last);
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compute_liveness_recurse(&iff->else_block, loop_first, loop_last);
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iff->condition.node->last_read = instr->index;
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iff->condition.node->last_read = last_read;
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break;
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}
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case HLSL_IR_LOAD:
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@ -2640,9 +2640,9 @@ static void compute_liveness_recurse(struct hlsl_block *block, unsigned int loop
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struct hlsl_ir_load *load = hlsl_ir_load(instr);
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var = load->src.var;
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var->last_read = max(var->last_read, var_last_read);
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var->last_read = max(var->last_read, last_read);
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if (load->src.offset.node)
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load->src.offset.node->last_read = instr->index;
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load->src.offset.node->last_read = last_read;
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break;
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}
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case HLSL_IR_LOOP:
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@ -2658,28 +2658,28 @@ static void compute_liveness_recurse(struct hlsl_block *block, unsigned int loop
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struct hlsl_ir_resource_load *load = hlsl_ir_resource_load(instr);
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var = load->resource.var;
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var->last_read = max(var->last_read, var_last_read);
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var->last_read = max(var->last_read, last_read);
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if (load->resource.offset.node)
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load->resource.offset.node->last_read = instr->index;
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load->resource.offset.node->last_read = last_read;
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if ((var = load->sampler.var))
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{
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var->last_read = max(var->last_read, var_last_read);
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var->last_read = max(var->last_read, last_read);
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if (load->sampler.offset.node)
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load->sampler.offset.node->last_read = instr->index;
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load->sampler.offset.node->last_read = last_read;
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}
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load->coords.node->last_read = instr->index;
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load->coords.node->last_read = last_read;
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if (load->texel_offset.node)
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load->texel_offset.node->last_read = instr->index;
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load->texel_offset.node->last_read = last_read;
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if (load->lod.node)
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load->lod.node->last_read = instr->index;
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load->lod.node->last_read = last_read;
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if (load->ddx.node)
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load->ddx.node->last_read = instr->index;
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load->ddx.node->last_read = last_read;
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if (load->ddy.node)
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load->ddy.node->last_read = instr->index;
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load->ddy.node->last_read = last_read;
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if (load->sample_index.node)
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load->sample_index.node->last_read = instr->index;
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load->sample_index.node->last_read = last_read;
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break;
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}
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case HLSL_IR_RESOURCE_STORE:
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@ -2687,26 +2687,26 @@ static void compute_liveness_recurse(struct hlsl_block *block, unsigned int loop
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struct hlsl_ir_resource_store *store = hlsl_ir_resource_store(instr);
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var = store->resource.var;
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var->last_read = max(var->last_read, var_last_read);
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var->last_read = max(var->last_read, last_read);
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if (store->resource.offset.node)
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store->resource.offset.node->last_read = instr->index;
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store->coords.node->last_read = instr->index;
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store->value.node->last_read = instr->index;
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store->resource.offset.node->last_read = last_read;
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store->coords.node->last_read = last_read;
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store->value.node->last_read = last_read;
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break;
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}
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case HLSL_IR_SWIZZLE:
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{
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struct hlsl_ir_swizzle *swizzle = hlsl_ir_swizzle(instr);
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swizzle->val.node->last_read = instr->index;
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swizzle->val.node->last_read = last_read;
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break;
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}
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case HLSL_IR_INDEX:
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{
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struct hlsl_ir_index *index = hlsl_ir_index(instr);
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index->val.node->last_read = instr->index;
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index->idx.node->last_read = instr->index;
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index->val.node->last_read = last_read;
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index->idx.node->last_read = last_read;
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break;
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}
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case HLSL_IR_CONSTANT:
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@ -17,7 +17,7 @@ float4 main() : sv_target
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[test]
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uniform 0 float 5.0
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draw quad
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todo probe all rgba (50.0, 50.0, 50.0, 50.0)
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probe all rgba (50.0, 50.0, 50.0, 50.0)
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[pixel shader]
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@ -40,4 +40,4 @@ float4 main() : sv_target
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[test]
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uniform 0 float 4.0
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draw quad
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todo probe all rgba (20.0, 20.0, 20.0, 20.0)
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probe all rgba (20.0, 20.0, 20.0, 20.0)
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@ -175,15 +175,15 @@ 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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draw quad
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todo probe all rgba (0.4, 0.4, 0.4, 0.4) 1
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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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draw quad
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todo probe all rgba (0.8, 0.8, 0.8, 0.8) 1
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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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draw quad
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todo probe all rgba (0.9, 0.9, 0.9, 0.9) 1
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probe all rgba (0.9, 0.9, 0.9, 0.9) 1
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[pixel shader]
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