vkd3d/tests/hlsl/function-return.shader_test
Giovanni Mascellani 51f13391e6 vkd3d-shader/ir: Introduce a simple control flow graph structurizer.
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.
2024-02-06 23:07:07 +01:00

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% Test early return from a user-defined function.
[pixel shader]
float func(out float o)
{
o = 0.1;
return 0.2;
o = 0.3;
return 0.4;
}
void func2(out float o)
{
o = 0.5;
return;
o = 0.6;
}
float4 main() : sv_target
{
float4 ret;
ret.z = 0.7;
ret.x = func(ret.y);
func2(ret.w);
ret.z = 0.8;
return ret;
}
[test]
draw quad
probe all rgba (0.2, 0.1, 0.8, 0.5);
[pixel shader todo(sm<4)]
uniform float f;
float func(out float o)
{
o = 0.1;
if (f < 0.3)
{
return 0.2;
o = 0.3;
}
else if (f < 0.7)
{
o = 0.4;
return 0.5;
}
o = 0.6;
return 0.7;
}
float func2(out float o)
{
o = 0.1;
if (f < 0.5)
{
o = 0.2;
}
else
{
o = 0.4;
return 0.3;
}
return 0.5;
}
float4 main() : sv_target
{
float4 ret;
ret.x = func(ret.y);
ret.z = func2(ret.w);
ret += 0.1;
return ret;
}
[test]
uniform 0 float 0.1
todo(sm<4) draw quad
probe all rgba (0.3, 0.2, 0.6, 0.3) 1
uniform 0 float 0.4
todo(sm<4) draw quad
probe all rgba (0.6, 0.5, 0.6, 0.3) 1
uniform 0 float 0.6
todo(sm<4) draw quad
probe all rgba (0.6, 0.5, 0.4, 0.5) 1
uniform 0 float 0.8
todo(sm<4) draw quad
probe all rgba (0.8, 0.7, 0.4, 0.5) 1
[pixel shader todo(sm<4)]
uniform float f;
float func(out float o)
{
o = 0.1;
if (f < 0.3)
{
return 0.2;
}
o += 0.3;
if (f < 0.7)
{
return 0.5;
}
o += 0.5;
return 1.0;
}
float func2(out float o)
{
o = 0.1;
if (f < 0.7)
{
if (f < 0.3)
return 0.2;
o += 0.3;
}
o += 0.5;
return 1.0;
}
float4 main() : sv_target
{
float4 ret;
ret.x = func(ret.y);
ret.z = func2(ret.w);
return ret;
}
[test]
uniform 0 float 0.1
todo(sm<4) draw quad
probe all rgba (0.2, 0.1, 0.2, 0.1) 1
uniform 0 float 0.5
todo(sm<4) draw quad
probe all rgba (0.5, 0.4, 1.0, 0.9) 1
uniform 0 float 0.9
todo(sm<4) draw quad
probe all rgba (1.0, 0.9, 1.0, 0.6) 1
[pixel shader todo(sm<4)]
float func(out float o)
{
o = 0.1;
for (;;)
{
o *= 2;
return 0.3;
o *= 3;
}
o = 0;
return 0.4;
}
float func2(out float o)
{
o = 0.1;
for (;;)
{
if (o > 0.5)
return 0.2;
o *= 2;
}
o = 0;
return 0.3;
}
float4 main() : sv_target
{
float4 ret;
ret.x = func(ret.y);
ret.z = func2(ret.w);
ret += 0.1;
return ret;
}
[test]
todo(sm<4) draw quad
probe all rgba (0.4, 0.3, 0.3, 0.9) 1
[pixel shader todo(sm<4)]
uniform float f;
float func(out float o)
{
int i;
o = 0.1;
for (i = 0; i < 4; ++i)
{
if (o > f)
return 0.2;
o *= 2;
}
o = 0;
return 0.3;
}
float func2(out float o)
{
if (f < 0.5)
{
o = 0.1;
for (;;)
{
o *= 2;
return 0.2;
}
o *= 3;
return 0.3;
}
else
{
o = 0.4;
}
o = 0.5;
return 0.6;
}
float4 main() : sv_target
{
float4 ret;
ret.x = func(ret.y);
ret.z = func2(ret.w);
ret += 0.1;
return ret;
}
[test]
uniform 0 float 0.0
todo(sm<4) draw quad
probe all rgba (0.3, 0.2, 0.3, 0.3) 1
uniform 0 float 0.1
todo(sm<4) draw quad
probe all rgba (0.3, 0.3, 0.3, 0.3) 1
uniform 0 float 0.3
todo(sm<4) draw quad
probe all rgba (0.3, 0.5, 0.3, 0.3) 1
uniform 0 float 0.7
todo(sm<4) draw quad
probe all rgba (0.3, 0.9, 0.7, 0.6) 1
uniform 0 float 0.9
todo(sm<4) draw quad
probe all rgba (0.4, 0.1, 0.7, 0.6) 1
[pixel shader todo(sm<4)]
uniform float4 f[3];
float func(out float o)
{
int i, j;
o = 0.1;
for (i = 0; i < 3; ++i)
{
for (j = 0; j < 3; ++j)
{
if (o > f[j].x)
return 0.2;
}
o *= 2;
}
o = 0;
return 0.3;
}
float4 main() : sv_target
{
float4 ret;
ret.x = func(ret.y);
ret.zw = 0.5;
ret += 0.1;
return ret;
}
[test]
uniform 0 float4 0.3 0.0 0.0 0.0
uniform 4 float4 0.0 0.0 0.0 0.0
uniform 8 float4 0.1 0.0 0.0 0.0
todo(sm<4) draw quad
probe all rgba (0.3, 0.2, 0.6, 0.6) 1
uniform 4 float4 0.35 0.0 0.0 0.0
todo(sm<4) draw quad
probe all rgba (0.3, 0.3, 0.6, 0.6) 1
uniform 8 float4 0.5 0.0 0.0 0.0
todo(sm<4) draw quad
probe all rgba (0.3, 0.5, 0.6, 0.6) 1
uniform 0 float4 1.0 0.0 0.0 0.0
todo(sm<4) draw quad
probe all rgba (0.3, 0.5, 0.6, 0.6) 1
uniform 4 float4 2.0 0.0 0.0 0.0
todo(sm<4) draw quad
probe all rgba (0.4, 0.1, 0.6, 0.6) 1