vkd3d/libs/vkd3d-shader/hlsl.h

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/*
* Copyright 2012 Matteo Bruni for CodeWeavers
* Copyright 2019-2020 Zebediah Figura 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
*/
#ifndef __VKD3D_SHADER_HLSL_H
#define __VKD3D_SHADER_HLSL_H
#include "vkd3d_shader_private.h"
#include "rbtree.h"
#include "vkd3d_d3dcommon.h"
#include "vkd3d_d3dx9shader.h"
#include "sm4.h"
/* The general IR structure is inspired by Mesa GLSL hir, even though the code
* ends up being quite different in practice. Anyway, here comes the relevant
* licensing information.
*
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#define HLSL_SWIZZLE_X (0u)
#define HLSL_SWIZZLE_Y (1u)
#define HLSL_SWIZZLE_Z (2u)
#define HLSL_SWIZZLE_W (3u)
#define HLSL_SWIZZLE(x, y, z, w) \
(((HLSL_SWIZZLE_ ## x) << 0) \
| ((HLSL_SWIZZLE_ ## y) << 2) \
| ((HLSL_SWIZZLE_ ## z) << 4) \
| ((HLSL_SWIZZLE_ ## w) << 6))
enum hlsl_type_class
{
HLSL_CLASS_SCALAR,
HLSL_CLASS_VECTOR,
HLSL_CLASS_MATRIX,
HLSL_CLASS_LAST_NUMERIC = HLSL_CLASS_MATRIX,
HLSL_CLASS_STRUCT,
HLSL_CLASS_ARRAY,
HLSL_CLASS_OBJECT,
};
enum hlsl_base_type
{
HLSL_TYPE_FLOAT,
HLSL_TYPE_HALF,
HLSL_TYPE_DOUBLE,
HLSL_TYPE_INT,
HLSL_TYPE_UINT,
HLSL_TYPE_BOOL,
HLSL_TYPE_LAST_SCALAR = HLSL_TYPE_BOOL,
HLSL_TYPE_SAMPLER,
HLSL_TYPE_TEXTURE,
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HLSL_TYPE_UAV,
HLSL_TYPE_PIXELSHADER,
HLSL_TYPE_VERTEXSHADER,
HLSL_TYPE_STRING,
HLSL_TYPE_VOID,
};
enum hlsl_sampler_dim
{
HLSL_SAMPLER_DIM_GENERIC,
HLSL_SAMPLER_DIM_1D,
HLSL_SAMPLER_DIM_2D,
HLSL_SAMPLER_DIM_3D,
HLSL_SAMPLER_DIM_CUBE,
HLSL_SAMPLER_DIM_LAST_SAMPLER = HLSL_SAMPLER_DIM_CUBE,
HLSL_SAMPLER_DIM_1DARRAY,
HLSL_SAMPLER_DIM_2DARRAY,
HLSL_SAMPLER_DIM_2DMS,
HLSL_SAMPLER_DIM_2DMSARRAY,
HLSL_SAMPLER_DIM_CUBEARRAY,
HLSL_SAMPLER_DIM_MAX = HLSL_SAMPLER_DIM_CUBEARRAY,
};
enum hlsl_matrix_majority
{
HLSL_COLUMN_MAJOR,
HLSL_ROW_MAJOR
};
/* An HLSL source-level data type, including anonymous structs and typedefs. */
struct hlsl_type
{
/* Item entry in hlsl_ctx->types. */
struct list entry;
/* Item entry in hlsl_scope->types. hlsl_type->name is used as key (if not NULL). */
struct rb_entry scope_entry;
enum hlsl_type_class type;
/* If type is <= HLSL_CLASS_LAST_NUMERIC, then base_type is <= HLSL_TYPE_LAST_SCALAR.
* If type is HLSL_CLASS_OBJECT, then base_type is > HLSL_TYPE_LAST_SCALAR.
* Otherwise, base_type is not used. */
enum hlsl_base_type base_type;
/* If base_type is HLSL_TYPE_SAMPLER, then sampler_dim is <= HLSL_SAMPLER_DIM_LAST_SAMPLER.
* If base_type is HLSL_TYPE_TEXTURE, then sampler_dim can have any value of the enum.
* If base_type is HLSL_TYPE_UAV, them sampler_dim must be one of HLSL_SAMPLER_DIM_1D,
* HLSL_SAMPLER_DIM_2D, HLSL_SAMPLER_DIM_3D, HLSL_SAMPLER_DIM_1DARRAY, or HLSL_SAMPLER_DIM_2DARRAY.
* Otherwise, sampler_dim is not used */
enum hlsl_sampler_dim sampler_dim;
/* Name, in case the type is a named struct or a typedef. */
const char *name;
/* Bitfield for storing type modifiers, subset of HLSL_TYPE_MODIFIERS_MASK.
* Modifiers that don't fall inside this mask are to be stored in the variable in
* hlsl_ir_var.modifiers, or in the struct field in hlsl_ir_field.modifiers. */
unsigned int modifiers;
/* Size of the type values on each dimension. For non-numeric types, they are set for the
* convenience of the sm1/sm4 backends.
* If type is HLSL_CLASS_SCALAR, then both dimx = 1 and dimy = 1.
* If type is HLSL_CLASS_VECTOR, then dimx is the size of the vector, and dimy = 1.
* If type is HLSL_CLASS_MATRIX, then dimx is the number of columns, and dimy the number of rows.
* If type is HLSL_CLASS_ARRAY, then dimx and dimy have the same value as in the type of the array elements.
* If type is HLSL_CLASS_STRUCT, then dimx is the sum of (dimx * dimy) of every component, and dimy = 1.
* If type is HLSL_CLASS_OBJECT, dimx and dimy depend on the base_type:
* If base_type is HLSL_TYPE_SAMPLER, then both dimx = 1 and dimy = 1.
* If base_type is HLSL_TYPE_TEXTURE, then dimx = 4 and dimy = 1.
* If base_type is HLSL_TYPE_UAV, then dimx is the dimx of e.resource_format, and dimy = 1.
* Otherwise both dimx = 1 and dimy = 1. */
unsigned int dimx;
unsigned int dimy;
union
{
/* Additional information if type is HLSL_CLASS_STRUCT. */
struct
{
struct hlsl_struct_field *fields;
size_t field_count;
} record;
/* Additional information if type is HLSL_CLASS_ARRAY. */
struct
{
struct hlsl_type *type;
/* Array lenght, or HLSL_ARRAY_ELEMENTS_COUNT_IMPLICIT if it is unknown yet while parsing. */
unsigned int elements_count;
} array;
/* Format of the data contained within the type if the base_type is HLSL_TYPE_TEXTURE or
* HLSL_TYPE_UAV. */
struct hlsl_type *resource_format;
} e;
/* Number of numeric register components used by one value of this type (4 components make 1
* register).
* If type is HLSL_CLASS_STRUCT or HLSL_CLASS_ARRAY, this value includes the reg_size of
* their elements and padding (which varies according to the backend).
* This value is 0 for types without numeric components, like objects. */
unsigned int reg_size;
/* Offset where the type's description starts in the output bytecode, in bytes. */
size_t bytecode_offset;
};
struct hlsl_semantic
{
const char *name;
uint32_t index;
};
/* A field within a struct type declaration, used in hlsl_type.e.fields. */
struct hlsl_struct_field
{
struct vkd3d_shader_location loc;
struct hlsl_type *type;
const char *name;
struct hlsl_semantic semantic;
/* Bitfield for storing modifiers that are not in HLSL_TYPE_MODIFIERS_MASK (these are stored in
* type->modifiers instead) and that also are specific to the field and not the whole variable.
* In particular, interpolation modifiers. */
unsigned int storage_modifiers;
/* Offset of the field within the type it belongs to, in numeric register components. */
unsigned int reg_offset;
/* Offset where the fields's name starts in the output bytecode, in bytes. */
size_t name_bytecode_offset;
};
/* Information of the register allocated for an instruction node or variable.
* These values are initialized at the end of hlsl_emit_bytecode(), after the compilation passes,
* just before writing the bytecode.
* For numeric registers, a writemask can be provided to indicate the reservation of only some of the
* 4 components.
* The type of register (register class) is implied from its use, so it is not stored in this
* struct. */
struct hlsl_reg
{
uint32_t id;
unsigned int writemask;
/* Whether the register has been allocated. */
bool allocated;
};
/* Types of instruction nodes for the IR.
* Each type of instruction node is associated to a struct with the same name in lower case.
* e.g. for HLSL_IR_CONSTANT there exists struct hlsl_ir_constant.
* Each one of these structs start with a struct hlsl_ir_node field, so pointers to values of these
* types can be casted seamlessly to (struct hlsl_ir_node *) and vice-versa. */
enum hlsl_ir_node_type
{
HLSL_IR_CALL,
HLSL_IR_CONSTANT,
HLSL_IR_EXPR,
HLSL_IR_IF,
HLSL_IR_LOAD,
HLSL_IR_LOOP,
HLSL_IR_JUMP,
HLSL_IR_RESOURCE_LOAD,
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HLSL_IR_RESOURCE_STORE,
HLSL_IR_STORE,
HLSL_IR_SWIZZLE,
};
/* Common data for every type of IR instruction node. */
struct hlsl_ir_node
{
/* Item entry for storing the instruction in a list of instructions. */
struct list entry;
/* Type of node, which means that a pointer to this struct hlsl_ir_node can be casted to a
* pointer to the struct with the same name. */
enum hlsl_ir_node_type type;
/* HLSL data type of the node, when used by other nodes as a source (through an hlsl_src).
* HLSL_IR_CONSTANT, HLSL_IR_EXPR, HLSL_IR_LOAD, HLSL_IR_RESOURCE_LOAD, and HLSL_IR_SWIZZLE
* have a data type and can be used through an hlsl_src; other types of node don't. */
struct hlsl_type *data_type;
/* List containing all the struct hlsl_src·s that point to this node; linked by the
* hlsl_src.entry fields. */
struct list uses;
struct vkd3d_shader_location loc;
/* Liveness ranges. "index" is the index of this instruction. Since this is
* essentially an SSA value, the earliest live point is the index. This is
* true even for loops, since currently we can't have a reference to a
* value generated in an earlier iteration of the loop. */
unsigned int index, last_read;
/* Temp. register allocated to store the result of this instruction (if any). */
struct hlsl_reg reg;
};
struct hlsl_block
{
struct list instrs;
};
/* A reference to an instruction node (struct hlsl_ir_node), usable as a field in other structs.
* struct hlsl_src is more powerful than a mere pointer to an hlsl_ir_node because it also
* contains a linked list item entry, which is used by the referenced instruction node to keep
* track of all the hlsl_src·s that reference it.
* This allows replacing any hlsl_ir_node with any other in all the places it is used, or checking
* that a node has no uses before it is removed. */
struct hlsl_src
{
struct hlsl_ir_node *node;
/* Item entry for node->uses. */
struct list entry;
};
struct hlsl_attribute
{
const char *name;
struct list instrs;
struct vkd3d_shader_location loc;
unsigned int args_count;
struct hlsl_src args[];
};
#define HLSL_STORAGE_EXTERN 0x00000001
#define HLSL_STORAGE_NOINTERPOLATION 0x00000002
#define HLSL_MODIFIER_PRECISE 0x00000004
#define HLSL_STORAGE_SHARED 0x00000008
#define HLSL_STORAGE_GROUPSHARED 0x00000010
#define HLSL_STORAGE_STATIC 0x00000020
#define HLSL_STORAGE_UNIFORM 0x00000040
#define HLSL_MODIFIER_VOLATILE 0x00000080
#define HLSL_MODIFIER_CONST 0x00000100
#define HLSL_MODIFIER_ROW_MAJOR 0x00000200
#define HLSL_MODIFIER_COLUMN_MAJOR 0x00000400
#define HLSL_STORAGE_IN 0x00000800
#define HLSL_STORAGE_OUT 0x00001000
#define HLSL_TYPE_MODIFIERS_MASK (HLSL_MODIFIER_PRECISE | HLSL_MODIFIER_VOLATILE | \
HLSL_MODIFIER_CONST | HLSL_MODIFIER_ROW_MAJOR | \
HLSL_MODIFIER_COLUMN_MAJOR)
#define HLSL_MODIFIERS_MAJORITY_MASK (HLSL_MODIFIER_ROW_MAJOR | HLSL_MODIFIER_COLUMN_MAJOR)
#define HLSL_ARRAY_ELEMENTS_COUNT_IMPLICIT 0
struct hlsl_reg_reservation
{
char type;
unsigned int index;
};
struct hlsl_ir_var
{
struct hlsl_type *data_type;
struct vkd3d_shader_location loc;
const char *name;
struct hlsl_semantic semantic;
/* Buffer where the variable's value is stored, in case it is uniform. */
struct hlsl_buffer *buffer;
/* Bitfield for storage modifiers (type modifiers are stored in data_type->modifiers). */
unsigned int storage_modifiers;
/* Optional register to be used as a starting point for the variable allocation, specified
* by the user via the register(·) syntax. */
struct hlsl_reg_reservation reg_reservation;
/* Item entry in hlsl_scope.vars. Specifically hlsl_ctx.globals.vars if the variable is global. */
struct list scope_entry;
/* Item entry in hlsl_ir_function_decl.parameters, if the variable is a function parameter. */
struct list param_entry;
/* Item entry in hlsl_ctx.extern_vars, if the variable is extern. */
struct list extern_entry;
/* Indexes of the IR instructions where the variable is first written and last read (liveness
* range). The IR instructions are numerated starting from 2, because 0 means unused, and 1
* means function entry. */
unsigned int first_write, last_read;
/* Offset where the variable's value is stored within its buffer in numeric register components.
* This in case the variable is uniform. */
unsigned int buffer_offset;
/* Register to which the variable is allocated during its lifetime.
* In case that the variable spans multiple registers, this is set to the start of the register
* range.
* The register type is inferred from the data type and the storage of the variable.
* Builtin semantics don't use the field.
* In SM4, uniforms don't use the field because they are located using the buffer's hlsl_reg
* and the buffer_offset instead.
* If the variable is an input semantic copy, the register is 'v'.
* If the variable is an output semantic copy, the register is 'o'.
* Textures are stored on 's' registers in SM1, and 't' registers in SM4.
* Samplers are stored on 's' registers.
* UAVs are stored on 'u' registers. */
struct hlsl_reg reg;
uint32_t is_input_semantic : 1;
uint32_t is_output_semantic : 1;
uint32_t is_uniform : 1;
uint32_t is_param : 1;
};
struct hlsl_ir_function
{
struct rb_entry entry;
const char *name;
struct rb_tree overloads;
};
struct hlsl_ir_function_decl
{
struct hlsl_type *return_type;
struct hlsl_ir_var *return_var;
struct vkd3d_shader_location loc;
struct rb_entry entry;
struct hlsl_ir_function *func;
struct list *parameters;
struct hlsl_block body;
bool has_body;
unsigned int attr_count;
const struct hlsl_attribute *const *attrs;
};
struct hlsl_ir_call
{
struct hlsl_ir_node node;
const struct hlsl_ir_function_decl *decl;
};
struct hlsl_ir_if
{
struct hlsl_ir_node node;
struct hlsl_src condition;
struct hlsl_block then_instrs;
struct hlsl_block else_instrs;
};
struct hlsl_ir_loop
{
struct hlsl_ir_node node;
/* loop condition is stored in the body (as "if (!condition) break;") */
struct hlsl_block body;
unsigned int next_index; /* liveness index of the end of the loop */
};
enum hlsl_ir_expr_op
{
HLSL_OP0_VOID,
HLSL_OP1_ABS,
HLSL_OP1_BIT_NOT,
HLSL_OP1_CAST,
HLSL_OP1_COS,
HLSL_OP1_COS_REDUCED, /* Reduced range [-pi, pi] */
HLSL_OP1_DSX,
HLSL_OP1_DSY,
HLSL_OP1_EXP2,
HLSL_OP1_FLOOR,
HLSL_OP1_FRACT,
HLSL_OP1_LOG2,
HLSL_OP1_LOGIC_NOT,
HLSL_OP1_NEG,
HLSL_OP1_NRM,
HLSL_OP1_RCP,
HLSL_OP1_REINTERPRET,
HLSL_OP1_ROUND,
HLSL_OP1_RSQ,
HLSL_OP1_SAT,
HLSL_OP1_SIGN,
HLSL_OP1_SIN,
HLSL_OP1_SIN_REDUCED, /* Reduced range [-pi, pi] */
HLSL_OP1_SQRT,
HLSL_OP2_ADD,
HLSL_OP2_BIT_AND,
HLSL_OP2_BIT_OR,
HLSL_OP2_BIT_XOR,
HLSL_OP2_CRS,
HLSL_OP2_DIV,
HLSL_OP2_DOT,
HLSL_OP2_EQUAL,
HLSL_OP2_GEQUAL,
HLSL_OP2_LESS,
HLSL_OP2_LOGIC_AND,
HLSL_OP2_LOGIC_OR,
HLSL_OP2_LSHIFT,
HLSL_OP2_MAX,
HLSL_OP2_MIN,
HLSL_OP2_MOD,
HLSL_OP2_MUL,
HLSL_OP2_NEQUAL,
HLSL_OP2_RSHIFT,
HLSL_OP3_LERP,
};
#define HLSL_MAX_OPERANDS 3
struct hlsl_ir_expr
{
struct hlsl_ir_node node;
enum hlsl_ir_expr_op op;
struct hlsl_src operands[HLSL_MAX_OPERANDS];
};
enum hlsl_ir_jump_type
{
HLSL_IR_JUMP_BREAK,
HLSL_IR_JUMP_CONTINUE,
HLSL_IR_JUMP_DISCARD,
HLSL_IR_JUMP_RETURN,
};
struct hlsl_ir_jump
{
struct hlsl_ir_node node;
enum hlsl_ir_jump_type type;
};
struct hlsl_ir_swizzle
{
struct hlsl_ir_node node;
struct hlsl_src val;
DWORD swizzle;
};
struct hlsl_deref
{
struct hlsl_ir_var *var;
unsigned int path_len;
struct hlsl_src *path;
struct hlsl_src offset;
};
struct hlsl_ir_load
{
struct hlsl_ir_node node;
struct hlsl_deref src;
};
enum hlsl_resource_load_type
{
HLSL_RESOURCE_LOAD,
HLSL_RESOURCE_SAMPLE,
HLSL_RESOURCE_SAMPLE_LOD,
HLSL_RESOURCE_GATHER_RED,
HLSL_RESOURCE_GATHER_GREEN,
HLSL_RESOURCE_GATHER_BLUE,
HLSL_RESOURCE_GATHER_ALPHA,
};
struct hlsl_ir_resource_load
{
struct hlsl_ir_node node;
enum hlsl_resource_load_type load_type;
struct hlsl_deref resource, sampler;
struct hlsl_src coords, lod, texel_offset;
};
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struct hlsl_ir_resource_store
{
struct hlsl_ir_node node;
struct hlsl_deref resource;
struct hlsl_src coords, value;
};
struct hlsl_ir_store
{
struct hlsl_ir_node node;
struct hlsl_deref lhs;
struct hlsl_src rhs;
unsigned char writemask;
};
struct hlsl_ir_constant
{
struct hlsl_ir_node node;
union hlsl_constant_value
{
uint32_t u;
int32_t i;
float f;
double d;
} value[4];
/* Constant register of type 'c' where the constant value is stored for SM1. */
struct hlsl_reg reg;
};
struct hlsl_scope
{
struct list entry;
struct list vars;
struct rb_tree types;
struct hlsl_scope *upper;
};
struct hlsl_profile_info
{
const char *name;
enum vkd3d_shader_type type;
unsigned int major_version;
unsigned int minor_version;
unsigned int major_level;
unsigned int minor_level;
bool software;
};
struct hlsl_vec4
{
float f[4];
};
enum hlsl_buffer_type
{
HLSL_BUFFER_CONSTANT,
HLSL_BUFFER_TEXTURE,
};
struct hlsl_buffer
{
struct vkd3d_shader_location loc;
enum hlsl_buffer_type type;
const char *name;
struct hlsl_reg_reservation reservation;
struct list entry;
unsigned size, used_size;
struct hlsl_reg reg;
};
struct hlsl_ctx
{
const struct hlsl_profile_info *profile;
const char **source_files;
unsigned int source_files_count;
/* Current location being read in the HLSL source, updated while parsing. */
struct vkd3d_shader_location location;
/* Stores the logging messages and logging configuration. */
struct vkd3d_shader_message_context *message_context;
/* Cache for temporary string allocations. */
struct vkd3d_string_buffer_cache string_buffers;
/* A value from enum vkd3d_result with the current success/failure result of the whole
* compilation.
* It is initialized to VKD3D_OK and set to an error code in case a call to hlsl_fixme() or
* hlsl_error() is triggered, or in case of a memory allocation error.
* The value of this field is checked between compilation stages to stop execution in case of
* failure. */
int result;
/* Pointer to an opaque data structure managed by FLEX (during lexing), that encapsulates the
* current state of the scanner. This pointer is required by all FLEX API functions when the
* scanner is declared as reentrant, which is the case. */
void *scanner;
/* Pointer to the current scope; changes as the parser reads the code. */
struct hlsl_scope *cur_scope;
/* Scope of global variables. */
struct hlsl_scope *globals;
/* List of all the scopes in the program; linked by the hlsl_scope.entry fields. */
struct list scopes;
/* List of all the extern variables; linked by the hlsl_ir_var.extern_entry fields.
* This exists as a convenience because it is often necessary to iterate all extern variables
* and these can be declared in global scope, as function parameters, or as the function
* return value. */
struct list extern_vars;
/* List containing both the built-in HLSL buffers ($Globals and $Params) and the ones declared
* in the shader; linked by the hlsl_buffer.entry fields. */
struct list buffers;
/* Current buffer (changes as the parser reads the code), $Globals buffer, and $Params buffer,
* respectively. */
struct hlsl_buffer *cur_buffer, *globals_buffer, *params_buffer;
/* List containing all created hlsl_types, except builtin_types; linked by the hlsl_type.entry
* fields. */
struct list types;
/* Tree map for the declared functions, using hlsl_ir_function.name as key.
* The functions are attached through the hlsl_ir_function.entry fields. */
struct rb_tree functions;
/* Pointer to the current function; changes as the parser reads the code. */
const struct hlsl_ir_function_decl *cur_function;
/* Default matrix majority for matrix types. Can be set by a pragma within the HLSL source. */
enum hlsl_matrix_majority matrix_majority;
/* Basic data types stored for convenience. */
struct
{
struct hlsl_type *scalar[HLSL_TYPE_LAST_SCALAR + 1];
struct hlsl_type *vector[HLSL_TYPE_LAST_SCALAR + 1][4];
/* matrix[HLSL_TYPE_FLOAT][1][3] is a float4x2, i.e. dimx = 2, dimy = 4 */
struct hlsl_type *matrix[HLSL_TYPE_LAST_SCALAR + 1][4][4];
struct hlsl_type *sampler[HLSL_SAMPLER_DIM_LAST_SAMPLER + 1];
struct hlsl_type *Void;
} builtin_types;
/* List of the instruction nodes for initializing static variables; linked by the
* hlsl_ir_node.entry fields. */
struct list static_initializers;
/* Dynamic array of constant values that appear in the shader, associated to the 'c' registers.
* Only used for SM1 profiles. */
struct hlsl_constant_defs
{
struct hlsl_vec4 *values;
size_t count, size;
} constant_defs;
/* Number of temp. registers required for the shader to run, i.e. the largest temp register
* index that will be used in the output bytecode (+1). */
uint32_t temp_count;
/* Number of threads to be executed (on the X, Y, and Z dimensions) in a single thread group in
* compute shader profiles. It is set using the numthreads() attribute in the entry point. */
uint32_t thread_count[3];
/* Whether the parser is inside an state block (effects' metadata) inside a variable declarition. */
uint32_t in_state_block : 1;
/* Whether the numthreads() attribute has been provided in the entry-point function. */
uint32_t found_numthreads : 1;
};
enum hlsl_error_level
{
HLSL_LEVEL_ERROR = 0,
HLSL_LEVEL_WARNING,
HLSL_LEVEL_NOTE,
};
struct hlsl_resource_load_params
{
struct hlsl_type *format;
enum hlsl_resource_load_type type;
struct hlsl_deref resource, sampler;
struct hlsl_ir_node *coords, *lod, *texel_offset;
};
static inline struct hlsl_ir_call *hlsl_ir_call(const struct hlsl_ir_node *node)
{
assert(node->type == HLSL_IR_CALL);
return CONTAINING_RECORD(node, struct hlsl_ir_call, node);
}
static inline struct hlsl_ir_constant *hlsl_ir_constant(const struct hlsl_ir_node *node)
{
assert(node->type == HLSL_IR_CONSTANT);
return CONTAINING_RECORD(node, struct hlsl_ir_constant, node);
}
static inline struct hlsl_ir_expr *hlsl_ir_expr(const struct hlsl_ir_node *node)
{
assert(node->type == HLSL_IR_EXPR);
return CONTAINING_RECORD(node, struct hlsl_ir_expr, node);
}
static inline struct hlsl_ir_if *hlsl_ir_if(const struct hlsl_ir_node *node)
{
assert(node->type == HLSL_IR_IF);
return CONTAINING_RECORD(node, struct hlsl_ir_if, node);
}
static inline struct hlsl_ir_jump *hlsl_ir_jump(const struct hlsl_ir_node *node)
{
assert(node->type == HLSL_IR_JUMP);
return CONTAINING_RECORD(node, struct hlsl_ir_jump, node);
}
static inline struct hlsl_ir_load *hlsl_ir_load(const struct hlsl_ir_node *node)
{
assert(node->type == HLSL_IR_LOAD);
return CONTAINING_RECORD(node, struct hlsl_ir_load, node);
}
static inline struct hlsl_ir_loop *hlsl_ir_loop(const struct hlsl_ir_node *node)
{
assert(node->type == HLSL_IR_LOOP);
return CONTAINING_RECORD(node, struct hlsl_ir_loop, node);
}
static inline struct hlsl_ir_resource_load *hlsl_ir_resource_load(const struct hlsl_ir_node *node)
{
assert(node->type == HLSL_IR_RESOURCE_LOAD);
return CONTAINING_RECORD(node, struct hlsl_ir_resource_load, node);
}
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static inline struct hlsl_ir_resource_store *hlsl_ir_resource_store(const struct hlsl_ir_node *node)
{
assert(node->type == HLSL_IR_RESOURCE_STORE);
return CONTAINING_RECORD(node, struct hlsl_ir_resource_store, node);
}
static inline struct hlsl_ir_store *hlsl_ir_store(const struct hlsl_ir_node *node)
{
assert(node->type == HLSL_IR_STORE);
return CONTAINING_RECORD(node, struct hlsl_ir_store, node);
}
static inline struct hlsl_ir_swizzle *hlsl_ir_swizzle(const struct hlsl_ir_node *node)
{
assert(node->type == HLSL_IR_SWIZZLE);
return CONTAINING_RECORD(node, struct hlsl_ir_swizzle, node);
}
static inline void hlsl_src_from_node(struct hlsl_src *src, struct hlsl_ir_node *node)
{
src->node = node;
if (node)
list_add_tail(&node->uses, &src->entry);
}
static inline void hlsl_src_remove(struct hlsl_src *src)
{
if (src->node)
list_remove(&src->entry);
src->node = NULL;
}
static inline void *hlsl_alloc(struct hlsl_ctx *ctx, size_t size)
{
void *ptr = vkd3d_calloc(1, size);
if (!ptr)
ctx->result = VKD3D_ERROR_OUT_OF_MEMORY;
return ptr;
}
static inline void *hlsl_realloc(struct hlsl_ctx *ctx, void *ptr, size_t size)
{
void *ret = vkd3d_realloc(ptr, size);
if (!ret)
ctx->result = VKD3D_ERROR_OUT_OF_MEMORY;
return ret;
}
static inline char *hlsl_strdup(struct hlsl_ctx *ctx, const char *string)
{
char *ptr = vkd3d_strdup(string);
if (!ptr)
ctx->result = VKD3D_ERROR_OUT_OF_MEMORY;
return ptr;
}
static inline bool hlsl_array_reserve(struct hlsl_ctx *ctx, void **elements,
size_t *capacity, size_t element_count, size_t element_size)
{
bool ret = vkd3d_array_reserve(elements, capacity, element_count, element_size);
if (!ret)
ctx->result = VKD3D_ERROR_OUT_OF_MEMORY;
return ret;
}
static inline struct vkd3d_string_buffer *hlsl_get_string_buffer(struct hlsl_ctx *ctx)
{
struct vkd3d_string_buffer *ret = vkd3d_string_buffer_get(&ctx->string_buffers);
if (!ret)
ctx->result = VKD3D_ERROR_OUT_OF_MEMORY;
return ret;
}
static inline void hlsl_release_string_buffer(struct hlsl_ctx *ctx, struct vkd3d_string_buffer *buffer)
{
vkd3d_string_buffer_release(&ctx->string_buffers, buffer);
}
static inline struct hlsl_type *hlsl_get_scalar_type(const struct hlsl_ctx *ctx, enum hlsl_base_type base_type)
{
return ctx->builtin_types.scalar[base_type];
}
static inline struct hlsl_type *hlsl_get_vector_type(const struct hlsl_ctx *ctx, enum hlsl_base_type base_type,
unsigned int dimx)
{
return ctx->builtin_types.vector[base_type][dimx - 1];
}
static inline struct hlsl_type *hlsl_get_matrix_type(const struct hlsl_ctx *ctx, enum hlsl_base_type base_type,
unsigned int dimx, unsigned int dimy)
{
return ctx->builtin_types.matrix[base_type][dimx - 1][dimy - 1];
}
static inline struct hlsl_type *hlsl_get_numeric_type(const struct hlsl_ctx *ctx, enum hlsl_type_class type,
enum hlsl_base_type base_type, unsigned int dimx, unsigned int dimy)
{
if (type == HLSL_CLASS_SCALAR)
return hlsl_get_scalar_type(ctx, base_type);
else if (type == HLSL_CLASS_VECTOR)
return hlsl_get_vector_type(ctx, base_type, dimx);
else
return hlsl_get_matrix_type(ctx, base_type, dimx, dimy);
}
static inline unsigned int hlsl_sampler_dim_count(enum hlsl_sampler_dim dim)
{
switch (dim)
{
case HLSL_SAMPLER_DIM_1D:
return 1;
case HLSL_SAMPLER_DIM_1DARRAY:
case HLSL_SAMPLER_DIM_2D:
case HLSL_SAMPLER_DIM_2DMS:
return 2;
case HLSL_SAMPLER_DIM_2DARRAY:
case HLSL_SAMPLER_DIM_2DMSARRAY:
case HLSL_SAMPLER_DIM_3D:
case HLSL_SAMPLER_DIM_CUBE:
return 3;
case HLSL_SAMPLER_DIM_CUBEARRAY:
return 4;
default:
vkd3d_unreachable();
}
}
const char *debug_hlsl_expr_op(enum hlsl_ir_expr_op op);
const char *debug_hlsl_type(struct hlsl_ctx *ctx, const struct hlsl_type *type);
const char *debug_hlsl_writemask(unsigned int writemask);
const char *debug_hlsl_swizzle(unsigned int swizzle, unsigned int count);
struct vkd3d_string_buffer *hlsl_type_to_string(struct hlsl_ctx *ctx, const struct hlsl_type *type);
struct vkd3d_string_buffer *hlsl_modifiers_to_string(struct hlsl_ctx *ctx, unsigned int modifiers);
const char *hlsl_node_type_to_string(enum hlsl_ir_node_type type);
void hlsl_add_function(struct hlsl_ctx *ctx, char *name, struct hlsl_ir_function_decl *decl, bool intrinsic);
bool hlsl_add_var(struct hlsl_ctx *ctx, struct hlsl_ir_var *decl, bool local_var);
void hlsl_dump_function(struct hlsl_ctx *ctx, const struct hlsl_ir_function_decl *func);
int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func,
enum vkd3d_shader_target_type target_type, struct vkd3d_shader_code *out);
bool hlsl_copy_deref(struct hlsl_ctx *ctx, struct hlsl_deref *deref, const struct hlsl_deref *other);
void hlsl_cleanup_deref(struct hlsl_deref *deref);
void hlsl_replace_node(struct hlsl_ir_node *old, struct hlsl_ir_node *new);
void hlsl_free_attribute(struct hlsl_attribute *attr);
void hlsl_free_instr(struct hlsl_ir_node *node);
void hlsl_free_instr_list(struct list *list);
void hlsl_free_type(struct hlsl_type *type);
void hlsl_free_var(struct hlsl_ir_var *decl);
bool hlsl_get_function(struct hlsl_ctx *ctx, const char *name);
struct hlsl_ir_function_decl *hlsl_get_func_decl(struct hlsl_ctx *ctx, const char *name);
struct hlsl_type *hlsl_get_type(struct hlsl_scope *scope, const char *name, bool recursive);
struct hlsl_ir_var *hlsl_get_var(struct hlsl_scope *scope, const char *name);
struct hlsl_type *hlsl_get_element_type_from_path_index(struct hlsl_ctx *ctx, const struct hlsl_type *type,
struct hlsl_ir_node *idx);
struct hlsl_type *hlsl_new_array_type(struct hlsl_ctx *ctx, struct hlsl_type *basic_type, unsigned int array_size);
struct hlsl_ir_node *hlsl_new_binary_expr(struct hlsl_ctx *ctx, enum hlsl_ir_expr_op op, struct hlsl_ir_node *arg1,
struct hlsl_ir_node *arg2);
struct hlsl_ir_constant *hlsl_new_bool_constant(struct hlsl_ctx *ctx, bool b, const struct vkd3d_shader_location *loc);
struct hlsl_buffer *hlsl_new_buffer(struct hlsl_ctx *ctx, enum hlsl_buffer_type type, const char *name,
const struct hlsl_reg_reservation *reservation, struct vkd3d_shader_location loc);
struct hlsl_ir_node *hlsl_new_call(struct hlsl_ctx *ctx, const struct hlsl_ir_function_decl *decl,
const struct vkd3d_shader_location *loc);
struct hlsl_ir_expr *hlsl_new_cast(struct hlsl_ctx *ctx, struct hlsl_ir_node *node, struct hlsl_type *type,
const struct vkd3d_shader_location *loc);
struct hlsl_ir_constant *hlsl_new_constant(struct hlsl_ctx *ctx, struct hlsl_type *type,
const struct vkd3d_shader_location *loc);
struct hlsl_ir_expr *hlsl_new_copy(struct hlsl_ctx *ctx, struct hlsl_ir_node *node);
struct hlsl_ir_node *hlsl_new_expr(struct hlsl_ctx *ctx, enum hlsl_ir_expr_op op,
struct hlsl_ir_node *operands[HLSL_MAX_OPERANDS],
struct hlsl_type *data_type, const struct vkd3d_shader_location *loc);
struct hlsl_ir_constant *hlsl_new_float_constant(struct hlsl_ctx *ctx,
float f, const struct vkd3d_shader_location *loc);
struct hlsl_ir_function_decl *hlsl_new_func_decl(struct hlsl_ctx *ctx, struct hlsl_type *return_type,
struct list *parameters, const struct hlsl_semantic *semantic, const struct vkd3d_shader_location *loc);
struct hlsl_ir_if *hlsl_new_if(struct hlsl_ctx *ctx, struct hlsl_ir_node *condition, struct vkd3d_shader_location loc);
struct hlsl_ir_constant *hlsl_new_int_constant(struct hlsl_ctx *ctx, int n,
const struct vkd3d_shader_location *loc);
struct hlsl_ir_jump *hlsl_new_jump(struct hlsl_ctx *ctx, enum hlsl_ir_jump_type type, struct vkd3d_shader_location loc);
void hlsl_init_simple_deref_from_var(struct hlsl_deref *deref, struct hlsl_ir_var *var);
struct hlsl_ir_load *hlsl_new_var_load(struct hlsl_ctx *ctx, struct hlsl_ir_var *var,
struct vkd3d_shader_location loc);
struct hlsl_ir_load *hlsl_new_load_index(struct hlsl_ctx *ctx, const struct hlsl_deref *deref,
struct hlsl_ir_node *idx, const struct vkd3d_shader_location *loc);
struct hlsl_ir_load *hlsl_new_load_component(struct hlsl_ctx *ctx, struct hlsl_block *block,
const struct hlsl_deref *deref, unsigned int comp, const struct vkd3d_shader_location *loc);
struct hlsl_ir_store *hlsl_new_simple_store(struct hlsl_ctx *ctx, struct hlsl_ir_var *lhs, struct hlsl_ir_node *rhs);
struct hlsl_ir_store *hlsl_new_store_index(struct hlsl_ctx *ctx, const struct hlsl_deref *lhs,
struct hlsl_ir_node *idx, struct hlsl_ir_node *rhs, unsigned int writemask, const struct vkd3d_shader_location *loc);
struct hlsl_ir_store *hlsl_new_store_component(struct hlsl_ctx *ctx, struct hlsl_block *block,
const struct hlsl_deref *lhs, unsigned int comp, struct hlsl_ir_node *rhs);
struct hlsl_ir_loop *hlsl_new_loop(struct hlsl_ctx *ctx, struct vkd3d_shader_location loc);
struct hlsl_ir_resource_load *hlsl_new_resource_load(struct hlsl_ctx *ctx,
const struct hlsl_resource_load_params *params, const struct vkd3d_shader_location *loc);
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struct hlsl_ir_resource_store *hlsl_new_resource_store(struct hlsl_ctx *ctx, const struct hlsl_deref *resource,
struct hlsl_ir_node *coords, struct hlsl_ir_node *value, const struct vkd3d_shader_location *loc);
struct hlsl_type *hlsl_new_struct_type(struct hlsl_ctx *ctx, const char *name,
struct hlsl_struct_field *fields, size_t field_count);
struct hlsl_ir_swizzle *hlsl_new_swizzle(struct hlsl_ctx *ctx, DWORD s, unsigned int components,
struct hlsl_ir_node *val, const struct vkd3d_shader_location *loc);
struct hlsl_ir_var *hlsl_new_synthetic_var(struct hlsl_ctx *ctx, const char *template,
struct hlsl_type *type, const struct vkd3d_shader_location *loc);
struct hlsl_type *hlsl_new_texture_type(struct hlsl_ctx *ctx, enum hlsl_sampler_dim dim, struct hlsl_type *format);
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struct hlsl_type *hlsl_new_uav_type(struct hlsl_ctx *ctx, enum hlsl_sampler_dim dim, struct hlsl_type *format);
struct hlsl_ir_constant *hlsl_new_uint_constant(struct hlsl_ctx *ctx, unsigned int n,
const struct vkd3d_shader_location *loc);
struct hlsl_ir_node *hlsl_new_unary_expr(struct hlsl_ctx *ctx, enum hlsl_ir_expr_op op, struct hlsl_ir_node *arg,
struct vkd3d_shader_location loc);
struct hlsl_ir_var *hlsl_new_var(struct hlsl_ctx *ctx, const char *name, struct hlsl_type *type,
const struct vkd3d_shader_location loc, const struct hlsl_semantic *semantic, unsigned int modifiers,
const struct hlsl_reg_reservation *reg_reservation);
void hlsl_error(struct hlsl_ctx *ctx, const struct vkd3d_shader_location *loc,
enum vkd3d_shader_error error, const char *fmt, ...) VKD3D_PRINTF_FUNC(4, 5);
void hlsl_fixme(struct hlsl_ctx *ctx, const struct vkd3d_shader_location *loc,
const char *fmt, ...) VKD3D_PRINTF_FUNC(3, 4);
void hlsl_warning(struct hlsl_ctx *ctx, const struct vkd3d_shader_location *loc,
enum vkd3d_shader_error error, const char *fmt, ...) VKD3D_PRINTF_FUNC(4, 5);
void hlsl_note(struct hlsl_ctx *ctx, const struct vkd3d_shader_location *loc,
enum vkd3d_shader_log_level level, const char *fmt, ...) VKD3D_PRINTF_FUNC(4, 5);
void hlsl_push_scope(struct hlsl_ctx *ctx);
void hlsl_pop_scope(struct hlsl_ctx *ctx);
bool hlsl_scope_add_type(struct hlsl_scope *scope, struct hlsl_type *type);
struct hlsl_type *hlsl_type_clone(struct hlsl_ctx *ctx, struct hlsl_type *old,
unsigned int default_majority, unsigned int modifiers);
unsigned int hlsl_type_component_count(const struct hlsl_type *type);
unsigned int hlsl_type_get_array_element_reg_size(const struct hlsl_type *type);
struct hlsl_type *hlsl_type_get_component_type(struct hlsl_ctx *ctx, struct hlsl_type *type,
unsigned int index);
bool hlsl_type_is_row_major(const struct hlsl_type *type);
unsigned int hlsl_type_minor_size(const struct hlsl_type *type);
unsigned int hlsl_type_major_size(const struct hlsl_type *type);
unsigned int hlsl_type_element_count(const struct hlsl_type *type);
unsigned int hlsl_type_get_sm4_offset(const struct hlsl_type *type, unsigned int offset);
bool hlsl_types_are_equal(const struct hlsl_type *t1, const struct hlsl_type *t2);
unsigned int hlsl_combine_swizzles(unsigned int first, unsigned int second, unsigned int dim);
unsigned int hlsl_combine_writemasks(unsigned int first, unsigned int second);
unsigned int hlsl_map_swizzle(unsigned int swizzle, unsigned int writemask);
unsigned int hlsl_swizzle_from_writemask(unsigned int writemask);
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struct hlsl_type *hlsl_deref_get_type(struct hlsl_ctx *ctx, const struct hlsl_deref *deref);
bool hlsl_component_index_range_from_deref(struct hlsl_ctx *ctx, const struct hlsl_deref *deref,
unsigned int *start, unsigned int *count);
bool hlsl_offset_from_deref(struct hlsl_ctx *ctx, const struct hlsl_deref *deref, unsigned int *offset);
unsigned int hlsl_offset_from_deref_safe(struct hlsl_ctx *ctx, const struct hlsl_deref *deref);
struct hlsl_reg hlsl_reg_from_deref(struct hlsl_ctx *ctx, const struct hlsl_deref *deref);
bool hlsl_fold_constant_exprs(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context);
bool hlsl_fold_constant_swizzles(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr, void *context);
bool hlsl_sm1_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semantic *semantic,
bool output, D3DSHADER_PARAM_REGISTER_TYPE *type, unsigned int *reg);
bool hlsl_sm1_usage_from_semantic(const struct hlsl_semantic *semantic, D3DDECLUSAGE *usage, uint32_t *usage_idx);
int hlsl_sm1_write(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func, struct vkd3d_shader_code *out);
bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx,
const struct hlsl_semantic *semantic, bool output, D3D_NAME *usage);
bool hlsl_sm4_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semantic *semantic,
bool output, enum vkd3d_sm4_register_type *type, enum vkd3d_sm4_swizzle_type *swizzle_type, bool *has_idx);
int hlsl_sm4_write(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func, struct vkd3d_shader_code *out);
int hlsl_lexer_compile(struct hlsl_ctx *ctx, const struct vkd3d_shader_code *hlsl);
#endif