[PATCH vkd3d v3 2/5] vkd3d-shader/hlsl: Rename hlsl_ir_expr_op members.

Zebediah Figura (she/her) zfigura at codeweavers.com
Fri Aug 13 10:59:51 CDT 2021

On 8/13/21 9:03 AM, Matteo Bruni wrote:
> Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
> ---
> For reference: originally the plan was for HLSL_IR_EXPR to only cover
> "mathematical" expressions, or more specifically, pure expressions
> that could be transformed and moved around (e.g. hoisted out of a
> loop) without any problem. In that world statements that don't fall
> under that banner, like texture sampling instructions, would not be
> expressions.
> My original setup was inspired by the Mesa GLSL frontend (at the
> time). It looks like NIR also followed along the same line, with what
> they call ALU instructions covering our expressions and intrinsic
> instructions basically matching everything that isn't an ALU
> instruction or a jump (or SSA stuff).
> Now, that concept doesn't necessarily need to be preserved in the same
> form. We probably still need some way to separate "pure" expressions
> from the rest though. What's your idea in this regard?

I'm not aware of restrictions that fall on sample/load instructions that 
don't apply to pure mathematical expressions. What restrictions are you 
aware of?

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