vkd3d-shader/glsl: Implement support for VKD3D_SHADER_COMPONENT_UINT outputs.

This commit is contained in:
Henri Verbeet 2024-10-03 14:23:00 +02:00
parent 95a46fb0f0
commit 0acebd6e09
Notes: Henri Verbeet 2024-10-08 22:11:09 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1155
2 changed files with 39 additions and 14 deletions

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@ -1025,6 +1025,7 @@ static void shader_glsl_shader_epilogue(struct vkd3d_glsl_generator *gen)
{ {
const struct shader_signature *signature = &gen->program->output_signature; const struct shader_signature *signature = &gen->program->output_signature;
struct vkd3d_string_buffer *buffer = gen->buffer; struct vkd3d_string_buffer *buffer = gen->buffer;
enum vkd3d_shader_component_type type;
const struct signature_element *e; const struct signature_element *e;
unsigned int i; unsigned int i;
@ -1035,11 +1036,13 @@ static void shader_glsl_shader_epilogue(struct vkd3d_glsl_generator *gen)
if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED) if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED)
continue; continue;
type = e->component_type;
shader_glsl_print_indent(buffer, gen->indent); shader_glsl_print_indent(buffer, gen->indent);
if (e->sysval_semantic == VKD3D_SHADER_SV_NONE) if (e->sysval_semantic == VKD3D_SHADER_SV_NONE)
{ {
if (gen->interstage_output) if (gen->interstage_output)
{ {
type = VKD3D_SHADER_COMPONENT_FLOAT;
vkd3d_string_buffer_printf(buffer, "shader_out.reg_%u", e->target_location); vkd3d_string_buffer_printf(buffer, "shader_out.reg_%u", e->target_location);
if (e->target_location >= gen->limits.output_count) if (e->target_location >= gen->limits.output_count)
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
@ -1059,7 +1062,19 @@ static void shader_glsl_shader_epilogue(struct vkd3d_glsl_generator *gen)
shader_glsl_print_sysval_name(buffer, gen, e->sysval_semantic, e->semantic_index); shader_glsl_print_sysval_name(buffer, gen, e->sysval_semantic, e->semantic_index);
} }
shader_glsl_print_write_mask(buffer, e->mask); shader_glsl_print_write_mask(buffer, e->mask);
switch (type)
{
case VKD3D_SHADER_COMPONENT_UINT:
vkd3d_string_buffer_printf(buffer, " = floatBitsToUint(%s_out[%u])", gen->prefix, e->register_index);
break;
default:
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled output component type %#x.", e->component_type);
/* fall through */
case VKD3D_SHADER_COMPONENT_FLOAT:
vkd3d_string_buffer_printf(buffer, " = %s_out[%u]", gen->prefix, e->register_index); vkd3d_string_buffer_printf(buffer, " = %s_out[%u]", gen->prefix, e->register_index);
break;
}
shader_glsl_print_write_mask(buffer, e->mask); shader_glsl_print_write_mask(buffer, e->mask);
vkd3d_string_buffer_printf(buffer, ";\n"); vkd3d_string_buffer_printf(buffer, ";\n");
} }
@ -1649,11 +1664,11 @@ static void shader_glsl_generate_output_declarations(struct vkd3d_glsl_generator
const struct shader_signature *signature = &gen->program->output_signature; const struct shader_signature *signature = &gen->program->output_signature;
struct vkd3d_string_buffer *buffer = gen->buffer; struct vkd3d_string_buffer *buffer = gen->buffer;
const struct signature_element *e; const struct signature_element *e;
unsigned int i; unsigned int i, count;
if (!gen->interstage_output) if (!gen->interstage_output)
{ {
for (i = 0; i < signature->element_count; ++i) for (i = 0, count = 0; i < signature->element_count; ++i)
{ {
e = &signature->elements[i]; e = &signature->elements[i];
@ -1667,13 +1682,6 @@ static void shader_glsl_generate_output_declarations(struct vkd3d_glsl_generator
continue; continue;
} }
if (e->component_type != VKD3D_SHADER_COMPONENT_FLOAT)
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled component type %#x.", e->component_type);
continue;
}
if (e->min_precision != VKD3D_SHADER_MINIMUM_PRECISION_NONE) if (e->min_precision != VKD3D_SHADER_MINIMUM_PRECISION_NONE)
{ {
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
@ -1688,15 +1696,32 @@ static void shader_glsl_generate_output_declarations(struct vkd3d_glsl_generator
continue; continue;
} }
vkd3d_string_buffer_printf(buffer, vkd3d_string_buffer_printf(buffer, "layout(location = %u) out ", e->target_location);
"layout(location = %u) out vec4 shader_out_%u;\n", e->target_location, i); switch (e->component_type)
{
case VKD3D_SHADER_COMPONENT_UINT:
vkd3d_string_buffer_printf(buffer, "uvec4");
break;
case VKD3D_SHADER_COMPONENT_FLOAT:
vkd3d_string_buffer_printf(buffer, "vec4");
break;
default:
vkd3d_string_buffer_printf(buffer, "<unhandled type %#x>", e->component_type);
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled output component type %#x.", e->component_type);
break;
} }
vkd3d_string_buffer_printf(buffer, " shader_out_%u;\n", i);
++count;
}
if (count)
vkd3d_string_buffer_printf(buffer, "\n");
} }
else if (gen->limits.output_count) else if (gen->limits.output_count)
{ {
shader_glsl_generate_interface_block(gen, signature, "out", gen->limits.output_count); shader_glsl_generate_interface_block(gen, signature, "out", gen->limits.output_count);
}
vkd3d_string_buffer_printf(buffer, "\n"); vkd3d_string_buffer_printf(buffer, "\n");
}
} }
static void shader_glsl_generate_declarations(struct vkd3d_glsl_generator *gen) static void shader_glsl_generate_declarations(struct vkd3d_glsl_generator *gen)

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@ -36,7 +36,7 @@ shader model < 6.0
[test] [test]
uniform 0 uint4 0 0 0 0 uniform 0 uint4 0 0 0 0
todo(glsl) draw quad draw quad
probe (0, 0) rgbaui (0x7fff, 0xffff, 0, 0) probe (0, 0) rgbaui (0x7fff, 0xffff, 0, 0)
[require] [require]