vkd3d/libs/vkd3d-shader/vkd3d_shader_main.c

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/*
* Copyright 2017 Józef Kucia for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "vkd3d_shader_private.h"
#include <stdio.h>
VKD3D_DEBUG_ENV_NAME("VKD3D_SHADER_DEBUG");
STATIC_ASSERT(MEMBER_SIZE(struct vkd3d_shader_scan_info, uav_counter_mask) * CHAR_BIT >= VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS);
STATIC_ASSERT(MEMBER_SIZE(struct vkd3d_shader_scan_info, uav_read_mask) * CHAR_BIT >= VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS);
static void vkd3d_shader_dump_blob(const char *path, const char *prefix, const void *data, size_t size)
{
static int shader_id = 0;
char filename[1024];
unsigned int id;
FILE *f;
id = InterlockedIncrement(&shader_id) - 1;
snprintf(filename, ARRAY_SIZE(filename), "%s/vkd3d-shader-%s-%u.dxbc", path, prefix, id);
if ((f = fopen(filename, "wb")))
{
if (fwrite(data, 1, size, f) != size)
ERR("Failed to write shader to %s.\n", filename);
if (fclose(f))
ERR("Failed to close stream %s.\n", filename);
}
else
{
ERR("Failed to open %s for dumping shader.\n", filename);
}
}
static void vkd3d_shader_dump_shader(enum vkd3d_shader_type type, const struct vkd3d_shader_code *shader)
{
static bool enabled = true;
const char *path;
if (!enabled)
return;
if (!(path = getenv("VKD3D_SHADER_DUMP_PATH")))
{
enabled = false;
return;
}
vkd3d_shader_dump_blob(path, shader_get_type_prefix(type), shader->code, shader->size);
}
struct vkd3d_shader_parser
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{
struct vkd3d_shader_desc shader_desc;
struct vkd3d_shader_version shader_version;
void *data;
const DWORD *ptr;
};
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static int vkd3d_shader_parser_init(struct vkd3d_shader_parser *parser,
const struct vkd3d_shader_code *dxbc)
{
struct vkd3d_shader_desc *shader_desc = &parser->shader_desc;
int ret;
if ((ret = shader_extract_from_dxbc(dxbc->code, dxbc->size, shader_desc)) < 0)
{
WARN("Failed to extract shader, vkd3d result %d.\n", ret);
return ret;
}
if (!(parser->data = shader_sm4_init(shader_desc->byte_code,
shader_desc->byte_code_size, &shader_desc->output_signature)))
{
WARN("Failed to initialize shader parser.\n");
free_shader_desc(shader_desc);
return VKD3D_ERROR_INVALID_ARGUMENT;
}
shader_sm4_read_header(parser->data, &parser->ptr, &parser->shader_version);
return VKD3D_OK;
}
static void vkd3d_shader_parser_destroy(struct vkd3d_shader_parser *parser)
{
shader_sm4_free(parser->data);
free_shader_desc(&parser->shader_desc);
}
static int vkd3d_shader_validate_compile_info(const struct vkd3d_shader_compile_info *compile_info)
{
if (compile_info->type != VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO)
{
WARN("Invalid structure type %#x.\n", compile_info->type);
return VKD3D_ERROR_INVALID_ARGUMENT;
}
switch (compile_info->source_type)
{
case VKD3D_SHADER_SOURCE_DXBC_TPF:
break;
default:
WARN("Invalid shader source type %#x.\n", compile_info->source_type);
return VKD3D_ERROR_INVALID_ARGUMENT;
}
switch (compile_info->target_type)
{
case VKD3D_SHADER_TARGET_SPIRV_BINARY:
break;
default:
WARN("Invalid shader target type %#x.\n", compile_info->target_type);
return VKD3D_ERROR_INVALID_ARGUMENT;
}
return VKD3D_OK;
}
int vkd3d_shader_compile(const struct vkd3d_shader_compile_info *compile_info, struct vkd3d_shader_code *out)
{
struct vkd3d_shader_instruction instruction;
struct vkd3d_dxbc_compiler *spirv_compiler;
struct vkd3d_shader_scan_info scan_info;
struct vkd3d_shader_parser parser;
int ret;
TRACE("compile_info %p, out %p.\n", compile_info, out);
if ((ret = vkd3d_shader_validate_compile_info(compile_info)) < 0)
return ret;
scan_info.type = VKD3D_SHADER_STRUCTURE_TYPE_SCAN_INFO;
scan_info.next = NULL;
if ((ret = vkd3d_shader_scan_dxbc(&compile_info->source, &scan_info)) < 0)
return ret;
if ((ret = vkd3d_shader_parser_init(&parser, &compile_info->source)) < 0)
return ret;
vkd3d_shader_dump_shader(parser.shader_version.type, &compile_info->source);
if (TRACE_ON())
vkd3d_shader_trace(parser.data);
if (!(spirv_compiler = vkd3d_dxbc_compiler_create(&parser.shader_version,
&parser.shader_desc, compile_info, &scan_info)))
{
ERR("Failed to create DXBC compiler.\n");
vkd3d_shader_parser_destroy(&parser);
return VKD3D_ERROR;
}
while (!shader_sm4_is_end(parser.data, &parser.ptr))
{
shader_sm4_read_instruction(parser.data, &parser.ptr, &instruction);
if (instruction.handler_idx == VKD3DSIH_INVALID)
{
WARN("Encountered unrecognized or invalid instruction.\n");
vkd3d_dxbc_compiler_destroy(spirv_compiler);
vkd3d_shader_parser_destroy(&parser);
return VKD3D_ERROR_INVALID_ARGUMENT;
}
if ((ret = vkd3d_dxbc_compiler_handle_instruction(spirv_compiler, &instruction)) < 0)
break;
}
if (ret >= 0)
ret = vkd3d_dxbc_compiler_generate_spirv(spirv_compiler, out);
vkd3d_dxbc_compiler_destroy(spirv_compiler);
vkd3d_shader_parser_destroy(&parser);
vkd3d_shader_free_scan_info(&scan_info);
return ret;
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}
struct vkd3d_shader_scan_context
{
struct vkd3d_shader_scan_info *scan_info;
size_t descriptors_size;
};
static bool vkd3d_shader_instruction_is_uav_read(const struct vkd3d_shader_instruction *instruction)
{
enum VKD3D_SHADER_INSTRUCTION_HANDLER handler_idx = instruction->handler_idx;
return (VKD3DSIH_ATOMIC_AND <= handler_idx && handler_idx <= VKD3DSIH_ATOMIC_XOR)
|| (VKD3DSIH_IMM_ATOMIC_ALLOC <= handler_idx && handler_idx <= VKD3DSIH_IMM_ATOMIC_XOR)
|| handler_idx == VKD3DSIH_LD_UAV_TYPED
|| (handler_idx == VKD3DSIH_LD_RAW && instruction->src[1].reg.type == VKD3DSPR_UAV)
|| (handler_idx == VKD3DSIH_LD_STRUCTURED && instruction->src[2].reg.type == VKD3DSPR_UAV);
}
static void vkd3d_shader_scan_record_uav_read(struct vkd3d_shader_scan_info *scan_info,
const struct vkd3d_shader_register *reg)
{
assert(reg->idx[0].offset < VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS);
scan_info->uav_read_mask |= 1u << reg->idx[0].offset;
}
static bool vkd3d_shader_instruction_is_uav_counter(const struct vkd3d_shader_instruction *instruction)
{
enum VKD3D_SHADER_INSTRUCTION_HANDLER handler_idx = instruction->handler_idx;
return handler_idx == VKD3DSIH_IMM_ATOMIC_ALLOC
|| handler_idx == VKD3DSIH_IMM_ATOMIC_CONSUME;
}
static void vkd3d_shader_scan_record_uav_counter(struct vkd3d_shader_scan_info *scan_info,
const struct vkd3d_shader_register *reg)
{
assert(reg->idx[0].offset < VKD3D_SHADER_MAX_UNORDERED_ACCESS_VIEWS);
scan_info->uav_counter_mask |= 1u << reg->idx[0].offset;
}
static bool vkd3d_shader_scan_add_descriptor(struct vkd3d_shader_scan_context *context,
enum vkd3d_shader_descriptor_type type, unsigned int register_space, unsigned int register_index,
enum vkd3d_shader_resource_type resource_type, enum vkd3d_shader_resource_data_type resource_data_type)
{
struct vkd3d_shader_scan_info *scan_info = context->scan_info;
struct vkd3d_shader_descriptor_info *d;
if (!vkd3d_array_reserve((void **)&scan_info->descriptors, &context->descriptors_size,
scan_info->descriptor_count + 1, sizeof(*scan_info->descriptors)))
{
ERR("Failed to allocate descriptor info.\n");
return false;
}
d = &scan_info->descriptors[scan_info->descriptor_count];
d->type = type;
d->register_space = register_space;
d->register_index = register_index;
d->resource_type = resource_type;
d->resource_data_type = resource_data_type;
d->count = 1;
++scan_info->descriptor_count;
return true;
}
static void vkd3d_shader_scan_constant_buffer_declaration(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_instruction *instruction)
{
const struct vkd3d_shader_constant_buffer *cb = &instruction->declaration.cb;
vkd3d_shader_scan_add_descriptor(context, VKD3D_SHADER_DESCRIPTOR_TYPE_CBV, cb->register_space,
cb->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT);
}
static void vkd3d_shader_scan_input_declaration(struct vkd3d_shader_scan_info *scan_info,
const struct vkd3d_shader_instruction *instruction)
{
const struct vkd3d_shader_dst_param *dst = &instruction->declaration.dst;
if (dst->reg.type == VKD3DSPR_OUTCONTROLPOINT)
scan_info->use_vocp = true;
}
static void vkd3d_shader_scan_sampler_declaration(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_instruction *instruction)
{
const struct vkd3d_shader_sampler *sampler = &instruction->declaration.sampler;
struct vkd3d_shader_scan_info *scan_info = context->scan_info;
unsigned int sampler_index = sampler->register_index;
if (instruction->flags & VKD3DSI_SAMPLER_COMPARISON_MODE)
{
assert(sampler_index < CHAR_BIT * sizeof(scan_info->sampler_comparison_mode_mask));
scan_info->sampler_comparison_mode_mask |= 1u << sampler_index;
}
vkd3d_shader_scan_add_descriptor(context, VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, sampler->register_space,
sampler->register_index, VKD3D_SHADER_RESOURCE_NONE, VKD3D_SHADER_RESOURCE_DATA_UINT);
}
static void vkd3d_shader_scan_resource_declaration(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_instruction *instruction)
{
const struct vkd3d_shader_semantic *semantic = &instruction->declaration.semantic;
enum vkd3d_shader_resource_data_type resource_data_type;
enum vkd3d_shader_descriptor_type type;
if (semantic->reg.reg.type == VKD3DSPR_UAV)
type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
else
type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
switch (semantic->resource_data_type)
{
case VKD3D_DATA_UNORM:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_UNORM;
break;
case VKD3D_DATA_SNORM:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_SNORM;
break;
case VKD3D_DATA_INT:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_INT;
break;
case VKD3D_DATA_UINT:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_UINT;
break;
case VKD3D_DATA_FLOAT:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_FLOAT;
break;
default:
ERR("Invalid resource data type %#x.\n", semantic->resource_data_type);
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_FLOAT;
break;
}
vkd3d_shader_scan_add_descriptor(context, type, semantic->register_space,
semantic->register_index, semantic->resource_type, resource_data_type);
}
static void vkd3d_shader_scan_resource_declaration_raw(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_instruction *instruction)
{
const struct vkd3d_shader_raw_resource *resource = &instruction->declaration.raw_resource;
enum vkd3d_shader_descriptor_type type;
if (resource->dst.reg.type == VKD3DSPR_UAV)
type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
else
type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
vkd3d_shader_scan_add_descriptor(context, type, resource->register_space,
resource->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT);
}
static void vkd3d_shader_scan_resource_declaration_structured(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_instruction *instruction)
{
const struct vkd3d_shader_structured_resource *resource = &instruction->declaration.structured_resource;
enum vkd3d_shader_descriptor_type type;
if (resource->reg.reg.type == VKD3DSPR_UAV)
type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
else
type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
vkd3d_shader_scan_add_descriptor(context, type, resource->register_space,
resource->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT);
}
static void vkd3d_shader_scan_instruction(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_instruction *instruction)
{
unsigned int i;
switch (instruction->handler_idx)
{
case VKD3DSIH_DCL_CONSTANT_BUFFER:
vkd3d_shader_scan_constant_buffer_declaration(context, instruction);
break;
case VKD3DSIH_DCL_INPUT:
vkd3d_shader_scan_input_declaration(context->scan_info, instruction);
break;
case VKD3DSIH_DCL_SAMPLER:
vkd3d_shader_scan_sampler_declaration(context, instruction);
break;
case VKD3DSIH_DCL:
case VKD3DSIH_DCL_UAV_TYPED:
vkd3d_shader_scan_resource_declaration(context, instruction);
break;
case VKD3DSIH_DCL_RESOURCE_RAW:
case VKD3DSIH_DCL_UAV_RAW:
vkd3d_shader_scan_resource_declaration_raw(context, instruction);
break;
case VKD3DSIH_DCL_RESOURCE_STRUCTURED:
case VKD3DSIH_DCL_UAV_STRUCTURED:
vkd3d_shader_scan_resource_declaration_structured(context, instruction);
break;
default:
break;
}
if (vkd3d_shader_instruction_is_uav_read(instruction))
{
for (i = 0; i < instruction->dst_count; ++i)
{
if (instruction->dst[i].reg.type == VKD3DSPR_UAV)
vkd3d_shader_scan_record_uav_read(context->scan_info, &instruction->dst[i].reg);
}
for (i = 0; i < instruction->src_count; ++i)
{
if (instruction->src[i].reg.type == VKD3DSPR_UAV)
vkd3d_shader_scan_record_uav_read(context->scan_info, &instruction->src[i].reg);
}
}
if (vkd3d_shader_instruction_is_uav_counter(instruction))
vkd3d_shader_scan_record_uav_counter(context->scan_info, &instruction->src[0].reg);
}
int vkd3d_shader_scan_dxbc(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_scan_info *scan_info)
{
struct vkd3d_shader_instruction instruction;
struct vkd3d_shader_scan_context context;
struct vkd3d_shader_parser parser;
int ret;
TRACE("dxbc {%p, %zu}, scan_info %p.\n", dxbc->code, dxbc->size, scan_info);
if (scan_info->type != VKD3D_SHADER_STRUCTURE_TYPE_SCAN_INFO)
{
WARN("Invalid structure type %#x.\n", scan_info->type);
return VKD3D_ERROR_INVALID_ARGUMENT;
}
if ((ret = vkd3d_shader_parser_init(&parser, dxbc)) < 0)
return ret;
memset(scan_info, 0, sizeof(*scan_info));
memset(&context, 0, sizeof(context));
context.scan_info = scan_info;
while (!shader_sm4_is_end(parser.data, &parser.ptr))
{
shader_sm4_read_instruction(parser.data, &parser.ptr, &instruction);
if (instruction.handler_idx == VKD3DSIH_INVALID)
{
WARN("Encountered unrecognized or invalid instruction.\n");
vkd3d_shader_free_scan_info(scan_info);
vkd3d_shader_parser_destroy(&parser);
return VKD3D_ERROR_INVALID_ARGUMENT;
}
vkd3d_shader_scan_instruction(&context, &instruction);
}
vkd3d_shader_parser_destroy(&parser);
return VKD3D_OK;
}
void vkd3d_shader_free_scan_info(struct vkd3d_shader_scan_info *scan_info)
{
if (!scan_info)
return;
vkd3d_free(scan_info->descriptors);
}
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void vkd3d_shader_free_shader_code(struct vkd3d_shader_code *shader_code)
{
if (!shader_code)
return;
vkd3d_free((void *)shader_code->code);
}
static void vkd3d_shader_free_root_signature_v_1_0(struct vkd3d_root_signature_desc *root_signature)
{
unsigned int i;
for (i = 0; i < root_signature->parameter_count; ++i)
{
const struct vkd3d_root_parameter *parameter = &root_signature->parameters[i];
if (parameter->parameter_type == VKD3D_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE)
vkd3d_free((void *)parameter->u.descriptor_table.descriptor_ranges);
}
vkd3d_free((void *)root_signature->parameters);
vkd3d_free((void *)root_signature->static_samplers);
memset(root_signature, 0, sizeof(*root_signature));
}
static void vkd3d_shader_free_root_signature_v_1_1(struct vkd3d_root_signature_desc1 *root_signature)
{
unsigned int i;
for (i = 0; i < root_signature->parameter_count; ++i)
{
const struct vkd3d_root_parameter1 *parameter = &root_signature->parameters[i];
if (parameter->parameter_type == VKD3D_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE)
vkd3d_free((void *)parameter->u.descriptor_table.descriptor_ranges);
}
vkd3d_free((void *)root_signature->parameters);
vkd3d_free((void *)root_signature->static_samplers);
memset(root_signature, 0, sizeof(*root_signature));
}
void vkd3d_shader_free_root_signature(struct vkd3d_versioned_root_signature_desc *desc)
{
if (desc->version == VKD3D_ROOT_SIGNATURE_VERSION_1_0)
{
vkd3d_shader_free_root_signature_v_1_0(&desc->u.v_1_0);
}
else if (desc->version == VKD3D_ROOT_SIGNATURE_VERSION_1_1)
{
vkd3d_shader_free_root_signature_v_1_1(&desc->u.v_1_1);
}
else if (desc->version)
{
FIXME("Unknown version %#x.\n", desc->version);
return;
}
desc->version = 0;
}
int vkd3d_shader_parse_input_signature(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_signature *signature)
{
TRACE("dxbc {%p, %zu}, signature %p.\n", dxbc->code, dxbc->size, signature);
return shader_parse_input_signature(dxbc->code, dxbc->size, signature);
}
struct vkd3d_shader_signature_element *vkd3d_shader_find_signature_element(
const struct vkd3d_shader_signature *signature, const char *semantic_name,
unsigned int semantic_index, unsigned int stream_index)
{
struct vkd3d_shader_signature_element *e;
unsigned int i;
TRACE("signature %p, semantic_name %s, semantic_index %u, stream_index %u.\n",
signature, debugstr_a(semantic_name), semantic_index, stream_index);
e = signature->elements;
for (i = 0; i < signature->element_count; ++i)
{
if (!ascii_strcasecmp(e[i].semantic_name, semantic_name)
&& e[i].semantic_index == semantic_index
&& e[i].stream_index == stream_index)
return &e[i];
}
return NULL;
}
void vkd3d_shader_free_shader_signature(struct vkd3d_shader_signature *signature)
{
TRACE("signature %p.\n", signature);
vkd3d_free(signature->elements);
signature->elements = NULL;
}