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	The structurizer is implemented along the lines of what is usually called the "structured program theorem": the control flow is completely virtualized by mean of an additional TEMP register which stores the block index which is currently running. The whole program is then converted to a huge switch construction enclosed in a loop, executing at each iteration the appropriate block and updating the register depending on block jump instruction. The algorithm's generality is also its major weakness: it accepts any input program, even if its CFG is not reducible, but the output program lacks any useful convergence information. It satisfies the letter of the SPIR-V requirements, but it is expected that it will be very inefficient to run on a GPU (unless a downstream compiler is able to devirtualize the control flow and do a proper convergence analysis pass). The algorithm is however very simple, and good enough to at least pass tests, enabling further development. A better alternative is expected to be upstreamed incrementally. Side note: the structured program theorem is often called the Böhm-Jacopini theorem; Böhm and Jacopini did indeed prove a variation of it, but their algorithm is different from what is commontly attributed to them and implemented here, so I opted for not using their name.
		
			
				
	
	
		
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			110 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| [pixel shader todo(sm<4)]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     if (u.x > 0.0)
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|         return float4(0.1, 0.2, 0.3, 0.4);
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|     else
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|         return float4(0.9, 0.8, 0.7, 0.6);
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| }
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| 
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| [test]
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| uniform 0 float4 0.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.9, 0.8, 0.7, 0.6)
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| uniform 0 float4 0.1 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.1, 0.2, 0.3, 0.4)
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| 
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| [pixel shader todo(sm<4)]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     [attr1]
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|     if (u.x > 0.0)
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|         return float4(0.1, 0.2, 0.3, 0.4);
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|     else
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|         return float4(0.9, 0.8, 0.7, 0.6);
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| }
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| 
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| [pixel shader todo(sm<4)]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     [flatten]
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|     if (u.x > 0.0)
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|         return float4(0.1, 0.2, 0.3, 0.4);
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|     else
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|         return float4(0.9, 0.8, 0.7, 0.6);
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| }
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| 
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| [test]
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| uniform 0 float4 0.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.9, 0.8, 0.7, 0.6)
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| 
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| [pixel shader fail(sm<6)]
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| float4 u;
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| 
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| float main() : sv_target
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| {
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|     [branch] [branch]
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|     if (u.x > 0.0)
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|         return float4(0.1, 0.2, 0.3, 0.4);
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|     else
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|         return float4(0.9, 0.8, 0.7, 0.6);
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| }
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| 
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| [pixel shader fail todo]
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| float4 u;
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| 
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| float main() : sv_target
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| {
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|     [branch] [flatten]
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|     if (u.x > 0.0)
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|         return float4(0.1, 0.2, 0.3, 0.4);
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|     else
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|         return float4(0.9, 0.8, 0.7, 0.6);
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| }
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| 
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| % Using older profiles fails to compile with forced control flow instruction
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| [require]
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| shader model >= 3.0
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| 
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| [pixel shader todo(sm<4)]
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| uniform float4 u;
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| 
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| float4 main() : sv_target
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| {
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|     [branch]
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|     if (u.x > 0.0)
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|         return float4(0.1, 0.2, 0.3, 0.4);
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|     else
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|         return float4(0.9, 0.8, 0.7, 0.6);
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| }
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| 
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| [test]
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| uniform 0 float4 0.0 0.0 0.0 0.0
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| todo(sm<4) draw quad
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| probe all rgba (0.9, 0.8, 0.7, 0.6)
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| 
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| [pixel shader]
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| float4 main() : sv_target
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| {
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|     bool c = false;
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|     float a = -1.0f;
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|     if (c)
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|         return float4(1.0, 2.0, 3.0, 4.0);
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|     else if (a > 0)
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|         return float4(5.0, 6.0, 7.0, 8.0);
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|     else
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|         return float4(9.0, 10.0, 11.0, 12.0);
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| }
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| 
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| [test]
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| draw quad
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| probe all rgba (9.0, 10.0, 11.0, 12.0)
 |