libs/vkd3d-shader: Store resource type info in table.

This commit is contained in:
Józef Kucia 2017-07-24 19:43:50 +02:00
parent aa3465ac83
commit 046afde8db

View File

@ -1990,7 +1990,7 @@ static const struct vkd3d_spirv_builtin
unsigned int component_count;
SpvBuiltIn spirv_builtin;
}
vkd3d_spirv_builtins[] =
vkd3d_spirv_builtin_table[] =
{
{VKD3D_SIV_NONE, VKD3DSPR_THREADID, VKD3D_TYPE_INT, 3, SpvBuiltInGlobalInvocationId},
{VKD3D_SIV_NONE, VKD3DSPR_LOCALTHREADID, VKD3D_TYPE_INT, 3, SpvBuiltInLocalInvocationId},
@ -2006,9 +2006,9 @@ static const struct vkd3d_spirv_builtin *vkd3d_get_spirv_builtin(enum vkd3d_shad
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(vkd3d_spirv_builtins); ++i)
for (i = 0; i < ARRAY_SIZE(vkd3d_spirv_builtin_table); ++i)
{
const struct vkd3d_spirv_builtin* current = &vkd3d_spirv_builtins[i];
const struct vkd3d_spirv_builtin* current = &vkd3d_spirv_builtin_table[i];
if (current->sysval == VKD3D_SIV_NONE && current->reg_type == reg_type)
return current;
@ -2375,74 +2375,89 @@ static void vkd3d_dxbc_compiler_emit_dcl_sampler(struct vkd3d_dxbc_compiler *com
vkd3d_dxbc_compiler_put_symbol(compiler, &reg_symbol);
}
static SpvDim vkd3d_dxbc_compiler_translate_resource_type(struct vkd3d_dxbc_compiler *compiler,
enum vkd3d_shader_resource_type resource_type, bool uav, uint32_t *arrayed, uint32_t *ms)
static const struct vkd3d_spirv_resource_type
{
enum vkd3d_shader_resource_type resource_type;
SpvDim dim;
uint32_t arrayed;
uint32_t ms;
SpvCapability capability;
SpvCapability uav_capability;
}
vkd3d_spirv_resource_type_table[] =
{
{VKD3D_SHADER_RESOURCE_BUFFER, SpvDimBuffer, 0, 0, SpvCapabilitySampledBuffer, SpvCapabilityImageBuffer},
{VKD3D_SHADER_RESOURCE_TEXTURE_1D, SpvDim1D, 0, 0, SpvCapabilitySampled1D, SpvCapabilityImage1D},
{VKD3D_SHADER_RESOURCE_TEXTURE_2DMS, SpvDim2D, 0, 1},
{VKD3D_SHADER_RESOURCE_TEXTURE_2D, SpvDim2D, 0, 0},
{VKD3D_SHADER_RESOURCE_TEXTURE_3D, SpvDim3D, 0, 0},
{VKD3D_SHADER_RESOURCE_TEXTURE_CUBE, SpvDimCube, 0, 0},
{VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY, SpvDim1D, 1, 0, SpvCapabilitySampled1D, SpvCapabilityImage1D},
{VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY, SpvDim2D, 1, 0},
{VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, SpvDimCube, 1, 0, SpvCapabilitySampledCubeArray, SpvCapabilityImageCubeArray},
};
static const struct vkd3d_spirv_resource_type *vkd3d_get_spirv_resource_type(
enum vkd3d_shader_resource_type resource_type)
{
unsigned int i;
for (i = 0; i < ARRAY_SIZE(vkd3d_spirv_resource_type_table); ++i)
{
const struct vkd3d_spirv_resource_type* current = &vkd3d_spirv_resource_type_table[i];
if (current->resource_type == resource_type)
return current;
}
FIXME("Unhandled resource type %#x.\n", resource_type);
return NULL;
}
static const struct vkd3d_spirv_resource_type *vkd3d_dxbc_compiler_enable_resource_type(
struct vkd3d_dxbc_compiler *compiler, enum vkd3d_shader_resource_type resource_type, bool is_uav)
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
const struct vkd3d_spirv_resource_type *resource_type_info;
*arrayed = 0;
*ms = 0;
if (!(resource_type_info = vkd3d_get_spirv_resource_type(resource_type)))
return NULL;
switch (resource_type)
{
case VKD3D_SHADER_RESOURCE_BUFFER:
vkd3d_spirv_enable_capability(builder, SpvCapabilitySampledBuffer);
if (uav)
vkd3d_spirv_enable_capability(builder, SpvCapabilityImageBuffer);
return SpvDimBuffer;
case VKD3D_SHADER_RESOURCE_TEXTURE_1D:
vkd3d_spirv_enable_capability(builder, SpvCapabilitySampled1D);
if (uav)
vkd3d_spirv_enable_capability(builder, SpvCapabilityImage1D);
return SpvDim1D;
case VKD3D_SHADER_RESOURCE_TEXTURE_2DMS:
*ms = 1;
return SpvDim2D;
case VKD3D_SHADER_RESOURCE_TEXTURE_2D:
return SpvDim2D;
case VKD3D_SHADER_RESOURCE_TEXTURE_3D:
return SpvDim3D;
case VKD3D_SHADER_RESOURCE_TEXTURE_CUBE:
return SpvDimCube;
case VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY:
vkd3d_spirv_enable_capability(builder, SpvCapabilitySampled1D);
*arrayed = 1;
return SpvDim1D;
case VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
*arrayed = 1;
return SpvDim2D;
case VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY:
vkd3d_spirv_enable_capability(builder, SpvCapabilitySampledCubeArray);
if (uav)
vkd3d_spirv_enable_capability(builder, SpvCapabilityImageCubeArray);
*arrayed = 1;
return SpvDimCube;
default:
FIXME("Unhandled resource type %#x.\n", resource_type);
return SpvDim2D;
}
if (resource_type_info->capability)
vkd3d_spirv_enable_capability(builder, resource_type_info->capability);
if (is_uav && resource_type_info->uav_capability)
vkd3d_spirv_enable_capability(builder, resource_type_info->uav_capability);
return resource_type_info;
}
static void vkd3d_dxbc_compiler_emit_resource_declaration(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_semantic *semantic, bool uav)
const struct vkd3d_shader_semantic *semantic, bool is_uav)
{
const SpvStorageClass storage_class = SpvStorageClassUniformConstant;
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
const struct vkd3d_spirv_resource_type *resource_type_info;
uint32_t sampled_type_id, type_id, ptr_type_id, var_id;
enum vkd3d_component_type sampled_type;
struct vkd3d_symbol resource_symbol;
uint32_t arrayed, ms;
unsigned int reg_idx;
SpvDim dim;
if (!(resource_type_info = vkd3d_dxbc_compiler_enable_resource_type(compiler,
semantic->resource_type, is_uav)))
{
FIXME("Failed to emit resource declaration.\n");
return;
}
reg_idx = semantic->reg.reg.idx[0].offset;
sampled_type = vkd3d_component_type_from_data_type(semantic->resource_data_type);
sampled_type_id = vkd3d_spirv_get_type_id(builder, sampled_type, 1);
dim = vkd3d_dxbc_compiler_translate_resource_type(compiler, semantic->resource_type, uav, &arrayed, &ms);
type_id = vkd3d_spirv_get_op_type_image(builder, sampled_type_id, dim, 0, arrayed, ms, uav ? 2 : 1,
SpvImageFormatUnknown);
type_id = vkd3d_spirv_get_op_type_image(builder, sampled_type_id, resource_type_info->dim,
0, resource_type_info->arrayed, resource_type_info->ms, is_uav ? 2 : 1, SpvImageFormatUnknown);
ptr_type_id = vkd3d_spirv_get_op_type_pointer(builder, storage_class, type_id);
var_id = vkd3d_spirv_build_op_variable(builder, &builder->global_stream,