vkd3d-shader/msl: Implement VKD3DSIH_ELSE.

This commit is contained in:
Feifan He 2024-12-03 00:58:19 +08:00 committed by Henri Verbeet
parent bbe10dcf17
commit ebf5828542
Notes: Henri Verbeet 2024-12-05 21:36:59 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1302
4 changed files with 37 additions and 21 deletions

View File

@ -486,6 +486,20 @@ static void msl_cast(struct msl_generator *gen, const struct vkd3d_shader_instru
msl_dst_cleanup(&dst, &gen->string_buffers);
}
static void msl_end_block(struct msl_generator *gen)
{
--gen->indent;
msl_print_indent(gen->buffer, gen->indent);
vkd3d_string_buffer_printf(gen->buffer, "}\n");
}
static void msl_begin_block(struct msl_generator *gen)
{
msl_print_indent(gen->buffer, gen->indent);
vkd3d_string_buffer_printf(gen->buffer, "{\n");
++gen->indent;
}
static void msl_if(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
const char *condition;
@ -499,16 +513,15 @@ static void msl_if(struct msl_generator *gen, const struct vkd3d_shader_instruct
msl_src_cleanup(&src, &gen->string_buffers);
msl_print_indent(gen->buffer, gen->indent);
vkd3d_string_buffer_printf(gen->buffer, "{\n");
++gen->indent;
msl_begin_block(gen);
}
static void msl_endif(struct msl_generator *gen)
static void msl_else(struct msl_generator *gen)
{
--gen->indent;
msl_end_block(gen);
msl_print_indent(gen->buffer, gen->indent);
vkd3d_string_buffer_printf(gen->buffer, "}\n");
vkd3d_string_buffer_printf(gen->buffer, "else\n");
msl_begin_block(gen);
}
static void msl_unary_op(struct msl_generator *gen, const struct vkd3d_shader_instruction *ins, const char *op)
@ -598,8 +611,11 @@ static void msl_handle_instruction(struct msl_generator *gen, const struct vkd3d
case VKD3DSIH_DP4:
msl_dot(gen, ins, VKD3DSP_WRITEMASK_ALL);
break;
case VKD3DSIH_ELSE:
msl_else(gen);
break;
case VKD3DSIH_ENDIF:
msl_endif(gen);
msl_end_block(gen);
break;
case VKD3DSIH_IEQ:
msl_relop(gen, ins, "==");

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@ -11,10 +11,10 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4 | msl) draw quad
todo(sm<4) draw quad
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
uniform 0 float4 0.1 0.0 0.0 0.0
todo(sm<4 | msl) draw quad
todo(sm<4) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader todo(sm<4)]
@ -43,7 +43,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(sm<4 | msl) draw quad
todo(sm<4) draw quad
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
[pixel shader fail(sm<6)]
@ -108,7 +108,7 @@ float4 main() : sv_target
[test]
uniform 0 float4 0.0 0.0 0.0 0.0
todo(msl) draw quad
draw quad
probe (0, 0) rgba (0.9, 0.8, 0.7, 0.6)
[pixel shader]
@ -209,13 +209,13 @@ if(sm<4) uniform 0 float -3
if(sm<4) uniform 4 float -2
if(sm>=4) uniform 0 int -3
if(sm>=4) uniform 1 int -2
todo(msl) draw quad
draw quad
probe (0, 0) rgba (-1.0, -1.0, -1.0, -1.0)
if(sm<4) uniform 0 float 4
if(sm<4) uniform 4 float 4
if(sm>=4) uniform 0 int 4
if(sm>=4) uniform 1 int 4
todo(msl) draw quad
draw quad
probe (0, 0) rgba (1.0, 1.0, 1.0, 1.0)

View File

@ -79,16 +79,16 @@ float4 main() : sv_target
[test]
uniform 0 float 0.1
todo(sm<4 | msl) draw quad
todo(sm<4) draw quad
probe (0, 0) rgba (0.3, 0.2, 0.6, 0.3) 1
uniform 0 float 0.4
todo(sm<4 | msl) draw quad
todo(sm<4) draw quad
probe (0, 0) rgba (0.6, 0.5, 0.6, 0.3) 1
uniform 0 float 0.6
todo(sm<4 | msl) draw quad
todo(sm<4) draw quad
probe (0, 0) rgba (0.6, 0.5, 0.4, 0.5) 1
uniform 0 float 0.8
todo(sm<4 | msl) draw quad
todo(sm<4) draw quad
probe (0, 0) rgba (0.8, 0.7, 0.4, 0.5) 1
[pixel shader todo(sm<4)]

View File

@ -63,10 +63,10 @@ void main(out float4 ret : sv_target)
[test]
uniform 0 float 0.2
todo(sm<4 | msl) draw quad
todo(sm<4) draw quad
probe (0, 0) rgba (0.3, 0.4, 0.5, 0.6)
uniform 0 float 0.8
todo(sm<4 | msl) draw quad
todo(sm<4) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.3, 0.4)
[pixel shader todo(sm<4)]
@ -204,10 +204,10 @@ void main(out float4 ret : sv_target)
[test]
uniform 0 float 0.2
todo(sm<4 | msl) draw quad
todo(sm<4) draw quad
probe (0, 0) rgba (0.2, 0.2, 0.2, 0.2)
uniform 0 float 0.8
todo(sm<4 | msl) draw quad
todo(sm<4) draw quad
probe (0, 0) rgba (0.5, 0.5, 0.5, 0.5)
[pixel shader todo(sm<4)]