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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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.. | ||
checksum.c | ||
d3d_asm.c | ||
d3dbc.c | ||
dxbc.c | ||
dxil.c | ||
fx.c | ||
glsl.c | ||
hlsl_codegen.c | ||
hlsl_constant_ops.c | ||
hlsl.c | ||
hlsl.h | ||
hlsl.l | ||
hlsl.y | ||
ir.c | ||
libvkd3d-shader.pc.in | ||
preproc.h | ||
preproc.l | ||
preproc.y | ||
spirv.c | ||
tpf.c | ||
vkd3d_shader_main.c | ||
vkd3d_shader_private.h | ||
vkd3d_shader.map |