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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
vkd3d-shader: Implement relative addressing of tessellation control shader inputs.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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0c73afd424
@ -3083,21 +3083,32 @@ static void vkd3d_dxbc_compiler_emit_dereference_register(struct vkd3d_dxbc_comp
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}
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else if (register_info->is_aggregate)
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{
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struct vkd3d_shader_register_index reg_idx = reg->idx[0];
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if (reg->idx[1].rel_addr)
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FIXME("Relative addressing not implemented.\n");
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if (register_info->is_dynamically_indexed)
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if (reg->type == VKD3DSPR_INPUT || reg->type == VKD3DSPR_INCONTROLPOINT)
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{
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indexes[index_count++] = vkd3d_spirv_build_op_load(builder,
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vkd3d_spirv_get_type_id(builder, VKD3D_SHADER_COMPONENT_INT, 1),
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register_info->member_idx, SpvMemoryAccessMaskNone);
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/* Indices for these are swapped compared to the generated SPIR-V. */
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if (reg->idx[1].offset != ~0u)
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indexes[index_count++] = vkd3d_dxbc_compiler_emit_register_addressing(compiler, ®->idx[1]);
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if (reg->idx[0].offset != ~0u)
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indexes[index_count++] = vkd3d_dxbc_compiler_emit_register_addressing(compiler, ®->idx[0]);
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}
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else
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{
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reg_idx.offset = register_info->member_idx;
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indexes[index_count++] = vkd3d_dxbc_compiler_emit_register_addressing(compiler, ®_idx);
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struct vkd3d_shader_register_index reg_idx = reg->idx[0];
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if (reg->idx[1].rel_addr)
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FIXME("Relative addressing not implemented.\n");
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if (register_info->is_dynamically_indexed)
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{
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indexes[index_count++] = vkd3d_spirv_build_op_load(builder,
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vkd3d_spirv_get_type_id(builder, VKD3D_SHADER_COMPONENT_INT, 1),
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register_info->member_idx, SpvMemoryAccessMaskNone);
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}
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else
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{
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reg_idx.offset = register_info->member_idx;
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indexes[index_count++] = vkd3d_dxbc_compiler_emit_register_addressing(compiler, ®_idx);
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}
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}
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}
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else
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@ -4258,15 +4269,14 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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vkd3d_symbol_make_register(®_symbol, reg);
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if (builtin)
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{
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input_id = vkd3d_dxbc_compiler_emit_builtin_variable(compiler, builtin, storage_class, array_size);
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entry = rb_get(&compiler->symbol_table, ®_symbol);
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}
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else if ((entry = rb_get(&compiler->symbol_table, ®_symbol)))
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if ((entry = rb_get(&compiler->symbol_table, ®_symbol)))
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{
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input_id = RB_ENTRY_VALUE(entry, const struct vkd3d_symbol, entry)->id;
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}
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else if (builtin)
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{
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input_id = vkd3d_dxbc_compiler_emit_builtin_variable(compiler, builtin, storage_class, array_size);
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}
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else
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{
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input_id = 0;
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@ -6256,6 +6266,66 @@ static void vkd3d_dxbc_compiler_emit_hull_shader_barrier(struct vkd3d_dxbc_compi
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SpvScopeWorkgroup, SpvScopeInvocation, SpvMemorySemanticsMaskNone);
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}
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static void vkd3d_dxbc_compiler_emit_hull_shader_input_initialisation(struct vkd3d_dxbc_compiler *compiler)
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{
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const struct vkd3d_shader_signature *signature = compiler->input_signature;
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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uint32_t type_id, length_id, index_id, src_id, dst_id, vicp_id;
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const struct vkd3d_shader_signature_element *element;
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enum vkd3d_shader_input_sysval_semantic sysval;
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const struct vkd3d_spirv_builtin *builtin;
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unsigned int register_count, i;
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struct vkd3d_shader_register r;
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struct vkd3d_symbol symbol;
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struct rb_entry *entry;
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for (i = 0, register_count = 0; i < signature->element_count; ++i)
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{
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register_count = max(register_count, signature->elements[i].register_index + 1);
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}
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type_id = vkd3d_spirv_get_type_id(builder, VKD3D_SHADER_COMPONENT_FLOAT, 4);
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length_id = vkd3d_dxbc_compiler_get_constant_uint(compiler, compiler->input_control_point_count);
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type_id = vkd3d_spirv_get_op_type_array(builder, type_id, length_id);
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type_id = vkd3d_spirv_get_op_type_pointer(builder, SpvStorageClassPrivate, type_id);
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memset(&r, 0, sizeof(r));
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r.type = VKD3DSPR_INPUT;
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r.idx[0].offset = 0;
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r.idx[1].offset = ~0u;
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vkd3d_symbol_make_register(&symbol, &r);
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for (i = 0; i < signature->element_count; ++i)
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{
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element = &signature->elements[i];
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symbol.key.reg.idx = element->register_index;
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entry = rb_get(&compiler->symbol_table, &symbol);
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vicp_id = RB_ENTRY_VALUE(entry, struct vkd3d_symbol, entry)->id;
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index_id = vkd3d_dxbc_compiler_get_constant_uint(compiler, element->register_index);
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dst_id = vkd3d_spirv_build_op_in_bounds_access_chain1(builder, type_id, vicp_id, index_id);
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if (element->sysval_semantic)
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{
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sysval = vkd3d_siv_from_sysval(element->sysval_semantic);
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builtin = get_spirv_builtin_for_sysval(compiler, sysval);
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src_id = vkd3d_dxbc_compiler_emit_builtin_variable(compiler, builtin,
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SpvStorageClassInput, compiler->input_control_point_count);
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}
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else
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{
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src_id = vkd3d_dxbc_compiler_emit_array_variable(compiler, &builder->global_stream,
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SpvStorageClassInput, VKD3D_SHADER_COMPONENT_FLOAT, 4, compiler->input_control_point_count);
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vkd3d_spirv_add_iface_variable(builder, src_id);
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vkd3d_spirv_build_op_decorate1(builder, src_id, SpvDecorationLocation, element->register_index);
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vkd3d_spirv_build_op_name(builder, src_id, "v%u", element->register_index);
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}
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vkd3d_spirv_build_op_copy_memory(builder, dst_id, src_id, SpvMemoryAccessMaskNone);
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}
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}
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static void vkd3d_dxbc_compiler_emit_hull_shader_main(struct vkd3d_dxbc_compiler *compiler)
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{
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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@ -6266,6 +6336,8 @@ static void vkd3d_dxbc_compiler_emit_hull_shader_main(struct vkd3d_dxbc_compiler
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vkd3d_spirv_builder_begin_main_function(builder);
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vkd3d_dxbc_compiler_emit_hull_shader_input_initialisation(compiler);
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void_id = vkd3d_spirv_get_op_type_void(builder);
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if ((control_point_phase = vkd3d_dxbc_compiler_get_control_point_phase(compiler)))
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@ -8851,6 +8923,53 @@ static void vkd3d_dxbc_compiler_emit_cut_stream(struct vkd3d_dxbc_compiler *comp
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vkd3d_spirv_build_op_end_primitive(builder);
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}
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static void vkd3d_dxbc_compiler_emit_hull_shader_inputs(struct vkd3d_dxbc_compiler *compiler)
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{
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const struct vkd3d_shader_signature *signature = compiler->input_signature;
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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uint32_t type_id, length_id, vicp_id, vicp_type_id;
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unsigned int register_count, register_idx, i;
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struct vkd3d_shader_register r;
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struct vkd3d_symbol symbol;
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struct rb_entry *entry;
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for (i = 0, register_count = 0; i < signature->element_count; ++i)
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{
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register_count = max(register_count, signature->elements[i].register_index + 1);
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}
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type_id = vkd3d_spirv_get_type_id(builder, VKD3D_SHADER_COMPONENT_FLOAT, 4);
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length_id = vkd3d_dxbc_compiler_get_constant_uint(compiler, compiler->input_control_point_count);
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type_id = vkd3d_spirv_get_op_type_array(builder, type_id, length_id);
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length_id = vkd3d_dxbc_compiler_get_constant_uint(compiler, register_count);
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type_id = vkd3d_spirv_get_op_type_array(builder, type_id, length_id);
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vicp_type_id = vkd3d_spirv_get_op_type_pointer(builder, SpvStorageClassPrivate, type_id);
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vicp_id = vkd3d_spirv_build_op_variable(builder,
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&builder->global_stream, vicp_type_id, SpvStorageClassPrivate, 0);
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vkd3d_spirv_build_op_name(builder, vicp_id, "vicp");
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memset(&r, 0, sizeof(r));
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r.type = VKD3DSPR_INPUT;
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r.idx[0].offset = 0;
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r.idx[1].offset = ~0u;
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vkd3d_symbol_make_register(&symbol, &r);
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for (i = 0; i < signature->element_count; ++i)
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{
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register_idx = signature->elements[i].register_index;
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symbol.key.reg.idx = register_idx;
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if ((entry = rb_get(&compiler->symbol_table, &symbol)))
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continue;
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vkd3d_symbol_set_register_info(&symbol, vicp_id, SpvStorageClassPrivate,
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VKD3D_SHADER_COMPONENT_FLOAT, VKD3DSP_WRITEMASK_ALL);
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symbol.info.reg.is_aggregate = true;
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vkd3d_dxbc_compiler_put_symbol(compiler, &symbol);
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}
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}
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/* This function is called after declarations are processed. */
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static void vkd3d_dxbc_compiler_emit_main_prolog(struct vkd3d_dxbc_compiler *compiler)
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{
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@ -8859,6 +8978,8 @@ static void vkd3d_dxbc_compiler_emit_main_prolog(struct vkd3d_dxbc_compiler *com
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if (compiler->xfb_info && compiler->xfb_info->element_count
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&& compiler->shader_type != VKD3D_SHADER_TYPE_GEOMETRY)
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vkd3d_dxbc_compiler_emit_point_size(compiler);
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if (compiler->shader_type == VKD3D_SHADER_TYPE_HULL)
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vkd3d_dxbc_compiler_emit_hull_shader_inputs(compiler);
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}
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static bool is_dcl_instruction(enum VKD3D_SHADER_INSTRUCTION_HANDLER handler_idx)
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@ -33308,7 +33308,7 @@ static void test_hull_shader_relative_addressing(void)
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transition_resource_state(command_list, so_buffer,
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D3D12_RESOURCE_STATE_STREAM_OUT, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_buffer_readback_with_command_list(so_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list);
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todo check_triangles(&rb, &expected_triangle, 1);
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check_triangles(&rb, &expected_triangle, 1);
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release_resource_readback(&rb);
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ID3D12Resource_Release(so_buffer);
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