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https://gitlab.winehq.org/wine/vkd3d.git
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51f13391e6
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.
257 lines
4.2 KiB
Plaintext
257 lines
4.2 KiB
Plaintext
% Test early return from the entry point.
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[pixel shader]
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float4 main() : sv_target
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{
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return float4(0.1, 0.2, 0.3, 0.4);
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return float4(0.5, 0.6, 0.7, 0.8);
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}
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[test]
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draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4)
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[pixel shader]
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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return;
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ret = float4(0.5, 0.6, 0.7, 0.8);
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}
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[test]
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draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4)
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[pixel shader todo(sm<4)]
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uniform float f;
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float4 main() : sv_target
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{
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if (f < 0.5)
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return float4(0.1, 0.2, 0.3, 0.4);
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return float4(0.5, 0.6, 0.7, 0.8);
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}
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[test]
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uniform 0 float 0.2
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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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uniform 0 float 0.8
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todo(sm<4) draw quad
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probe all rgba (0.5, 0.6, 0.7, 0.8)
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[pixel shader todo(sm<4)]
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uniform float f;
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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if (f < 0.5)
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{
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ret += 0.1;
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}
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else
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{
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return;
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ret += 0.3;
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}
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ret += 0.1;
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}
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[test]
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uniform 0 float 0.2
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todo(sm<4) draw quad
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probe all rgba (0.3, 0.4, 0.5, 0.6)
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uniform 0 float 0.8
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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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[pixel shader todo(sm<4)]
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uniform float f;
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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if (f < 0.3)
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{
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return;
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}
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ret += 0.1;
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if (f < 0.7)
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{
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return;
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}
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ret += 0.3;
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}
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[test]
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uniform 0 float 0.1
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todo(sm<4) draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4) 1
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uniform 0 float 0.5
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todo(sm<4) draw quad
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probe all rgba (0.2, 0.3, 0.4, 0.5) 1
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uniform 0 float 0.9
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todo(sm<4) draw quad
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probe all rgba (0.5, 0.6, 0.7, 0.8) 1
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[pixel shader todo(sm<4)]
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uniform float f;
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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if (f < 0.7)
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{
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if (f < 0.3)
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return;
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ret += 0.1;
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}
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ret += 0.3;
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}
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[test]
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uniform 0 float 0.1
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todo(sm<4) draw quad
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probe all rgba (0.1, 0.2, 0.3, 0.4) 1
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uniform 0 float 0.5
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todo(sm<4) draw quad
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probe all rgba (0.5, 0.6, 0.7, 0.8) 1
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uniform 0 float 0.9
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todo(sm<4) draw quad
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probe all rgba (0.4, 0.5, 0.6, 0.7) 1
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[pixel shader todo(sm<4)]
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void main(out float4 ret : sv_target)
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{
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ret = float4(0.1, 0.2, 0.3, 0.4);
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for (;;)
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{
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ret *= 2;
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return;
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ret *= 3;
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}
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ret += 0.1;
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}
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[test]
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todo(sm<4) draw quad
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probe all rgba (0.2, 0.4, 0.6, 0.8)
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[pixel shader todo(sm<4)]
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uniform float f;
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void main(out float4 ret : sv_target)
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{
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int i;
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ret = 0.1;
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for (i = 0; i < 4; ++i)
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{
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if (ret.x > f)
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return;
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ret *= 2;
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}
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ret = 0.9;
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}
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[test]
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uniform 0 float 0.0
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todo(sm<4) draw quad
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probe all rgba (0.1, 0.1, 0.1, 0.1) 1
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uniform 0 float 0.1
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todo(sm<4) draw quad
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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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todo(sm<4) draw quad
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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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todo(sm<4) draw quad
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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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todo(sm<4) draw quad
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probe all rgba (0.9, 0.9, 0.9, 0.9) 1
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[pixel shader todo(sm<4)]
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uniform float f;
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void main(out float4 ret : sv_target)
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{
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if (f < 0.5)
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{
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ret = 0.1;
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for (;;)
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{
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ret *= 2;
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return;
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}
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ret *= 3;
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return;
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}
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else
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{
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ret = 0.4;
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}
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ret = 0.5;
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}
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[test]
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uniform 0 float 0.2
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todo(sm<4) draw quad
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probe all rgba (0.2, 0.2, 0.2, 0.2)
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uniform 0 float 0.8
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todo(sm<4) draw quad
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probe all rgba (0.5, 0.5, 0.5, 0.5)
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[pixel shader todo(sm<4)]
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uniform float4 f[3];
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void main(out float4 ret : sv_target)
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{
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int i, j;
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ret = 0.1;
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for (i = 0; i < 3; ++i)
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{
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for (j = 0; j < 3; ++j)
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{
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if (ret.x > f[j].x)
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return;
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}
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ret *= 2;
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}
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ret = 0.9;
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}
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[test]
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uniform 0 float4 0.3 0.0 0.0 0.0
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uniform 4 float4 0.0 0.0 0.0 0.0
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uniform 8 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, 0.1, 0.1, 0.1) 1
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uniform 4 float4 0.35 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (0.2, 0.2, 0.2, 0.2) 1
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uniform 8 float4 0.5 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (0.4, 0.4, 0.4, 0.4) 1
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uniform 0 float4 1.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (0.4, 0.4, 0.4, 0.4) 1
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uniform 4 float4 2.0 0.0 0.0 0.0
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todo(sm<4) draw quad
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probe all rgba (0.9, 0.9, 0.9, 0.9) 1
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