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>
This commit is contained in:
Henri Verbeet 2021-02-03 19:24:17 +01:00 committed by Alexandre Julliard
parent 88fd3b3e1b
commit 0c73afd424
2 changed files with 139 additions and 18 deletions

View File

@ -3082,6 +3082,16 @@ static void vkd3d_dxbc_compiler_emit_dereference_register(struct vkd3d_dxbc_comp
indexes[index_count++] = vkd3d_dxbc_compiler_emit_register_addressing(compiler, &reg->idx[1]);
}
else if (register_info->is_aggregate)
{
if (reg->type == VKD3DSPR_INPUT || reg->type == VKD3DSPR_INCONTROLPOINT)
{
/* Indices for these are swapped compared to the generated SPIR-V. */
if (reg->idx[1].offset != ~0u)
indexes[index_count++] = vkd3d_dxbc_compiler_emit_register_addressing(compiler, &reg->idx[1]);
if (reg->idx[0].offset != ~0u)
indexes[index_count++] = vkd3d_dxbc_compiler_emit_register_addressing(compiler, &reg->idx[0]);
}
else
{
struct vkd3d_shader_register_index reg_idx = reg->idx[0];
@ -3100,6 +3110,7 @@ static void vkd3d_dxbc_compiler_emit_dereference_register(struct vkd3d_dxbc_comp
indexes[index_count++] = vkd3d_dxbc_compiler_emit_register_addressing(compiler, &reg_idx);
}
}
}
else
{
if (reg->idx[1].rel_addr || (reg->idx[1].offset == ~0u && reg->idx[0].rel_addr))
@ -4258,15 +4269,14 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
vkd3d_symbol_make_register(&reg_symbol, reg);
if (builtin)
{
input_id = vkd3d_dxbc_compiler_emit_builtin_variable(compiler, builtin, storage_class, array_size);
entry = rb_get(&compiler->symbol_table, &reg_symbol);
}
else if ((entry = rb_get(&compiler->symbol_table, &reg_symbol)))
if ((entry = rb_get(&compiler->symbol_table, &reg_symbol)))
{
input_id = RB_ENTRY_VALUE(entry, const struct vkd3d_symbol, entry)->id;
}
else if (builtin)
{
input_id = vkd3d_dxbc_compiler_emit_builtin_variable(compiler, builtin, storage_class, array_size);
}
else
{
input_id = 0;
@ -6256,6 +6266,66 @@ static void vkd3d_dxbc_compiler_emit_hull_shader_barrier(struct vkd3d_dxbc_compi
SpvScopeWorkgroup, SpvScopeInvocation, SpvMemorySemanticsMaskNone);
}
static void vkd3d_dxbc_compiler_emit_hull_shader_input_initialisation(struct vkd3d_dxbc_compiler *compiler)
{
const struct vkd3d_shader_signature *signature = compiler->input_signature;
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
uint32_t type_id, length_id, index_id, src_id, dst_id, vicp_id;
const struct vkd3d_shader_signature_element *element;
enum vkd3d_shader_input_sysval_semantic sysval;
const struct vkd3d_spirv_builtin *builtin;
unsigned int register_count, i;
struct vkd3d_shader_register r;
struct vkd3d_symbol symbol;
struct rb_entry *entry;
for (i = 0, register_count = 0; i < signature->element_count; ++i)
{
register_count = max(register_count, signature->elements[i].register_index + 1);
}
type_id = vkd3d_spirv_get_type_id(builder, VKD3D_SHADER_COMPONENT_FLOAT, 4);
length_id = vkd3d_dxbc_compiler_get_constant_uint(compiler, compiler->input_control_point_count);
type_id = vkd3d_spirv_get_op_type_array(builder, type_id, length_id);
type_id = vkd3d_spirv_get_op_type_pointer(builder, SpvStorageClassPrivate, type_id);
memset(&r, 0, sizeof(r));
r.type = VKD3DSPR_INPUT;
r.idx[0].offset = 0;
r.idx[1].offset = ~0u;
vkd3d_symbol_make_register(&symbol, &r);
for (i = 0; i < signature->element_count; ++i)
{
element = &signature->elements[i];
symbol.key.reg.idx = element->register_index;
entry = rb_get(&compiler->symbol_table, &symbol);
vicp_id = RB_ENTRY_VALUE(entry, struct vkd3d_symbol, entry)->id;
index_id = vkd3d_dxbc_compiler_get_constant_uint(compiler, element->register_index);
dst_id = vkd3d_spirv_build_op_in_bounds_access_chain1(builder, type_id, vicp_id, index_id);
if (element->sysval_semantic)
{
sysval = vkd3d_siv_from_sysval(element->sysval_semantic);
builtin = get_spirv_builtin_for_sysval(compiler, sysval);
src_id = vkd3d_dxbc_compiler_emit_builtin_variable(compiler, builtin,
SpvStorageClassInput, compiler->input_control_point_count);
}
else
{
src_id = vkd3d_dxbc_compiler_emit_array_variable(compiler, &builder->global_stream,
SpvStorageClassInput, VKD3D_SHADER_COMPONENT_FLOAT, 4, compiler->input_control_point_count);
vkd3d_spirv_add_iface_variable(builder, src_id);
vkd3d_spirv_build_op_decorate1(builder, src_id, SpvDecorationLocation, element->register_index);
vkd3d_spirv_build_op_name(builder, src_id, "v%u", element->register_index);
}
vkd3d_spirv_build_op_copy_memory(builder, dst_id, src_id, SpvMemoryAccessMaskNone);
}
}
static void vkd3d_dxbc_compiler_emit_hull_shader_main(struct vkd3d_dxbc_compiler *compiler)
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
@ -6266,6 +6336,8 @@ static void vkd3d_dxbc_compiler_emit_hull_shader_main(struct vkd3d_dxbc_compiler
vkd3d_spirv_builder_begin_main_function(builder);
vkd3d_dxbc_compiler_emit_hull_shader_input_initialisation(compiler);
void_id = vkd3d_spirv_get_op_type_void(builder);
if ((control_point_phase = vkd3d_dxbc_compiler_get_control_point_phase(compiler)))
@ -8851,6 +8923,53 @@ static void vkd3d_dxbc_compiler_emit_cut_stream(struct vkd3d_dxbc_compiler *comp
vkd3d_spirv_build_op_end_primitive(builder);
}
static void vkd3d_dxbc_compiler_emit_hull_shader_inputs(struct vkd3d_dxbc_compiler *compiler)
{
const struct vkd3d_shader_signature *signature = compiler->input_signature;
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
uint32_t type_id, length_id, vicp_id, vicp_type_id;
unsigned int register_count, register_idx, i;
struct vkd3d_shader_register r;
struct vkd3d_symbol symbol;
struct rb_entry *entry;
for (i = 0, register_count = 0; i < signature->element_count; ++i)
{
register_count = max(register_count, signature->elements[i].register_index + 1);
}
type_id = vkd3d_spirv_get_type_id(builder, VKD3D_SHADER_COMPONENT_FLOAT, 4);
length_id = vkd3d_dxbc_compiler_get_constant_uint(compiler, compiler->input_control_point_count);
type_id = vkd3d_spirv_get_op_type_array(builder, type_id, length_id);
length_id = vkd3d_dxbc_compiler_get_constant_uint(compiler, register_count);
type_id = vkd3d_spirv_get_op_type_array(builder, type_id, length_id);
vicp_type_id = vkd3d_spirv_get_op_type_pointer(builder, SpvStorageClassPrivate, type_id);
vicp_id = vkd3d_spirv_build_op_variable(builder,
&builder->global_stream, vicp_type_id, SpvStorageClassPrivate, 0);
vkd3d_spirv_build_op_name(builder, vicp_id, "vicp");
memset(&r, 0, sizeof(r));
r.type = VKD3DSPR_INPUT;
r.idx[0].offset = 0;
r.idx[1].offset = ~0u;
vkd3d_symbol_make_register(&symbol, &r);
for (i = 0; i < signature->element_count; ++i)
{
register_idx = signature->elements[i].register_index;
symbol.key.reg.idx = register_idx;
if ((entry = rb_get(&compiler->symbol_table, &symbol)))
continue;
vkd3d_symbol_set_register_info(&symbol, vicp_id, SpvStorageClassPrivate,
VKD3D_SHADER_COMPONENT_FLOAT, VKD3DSP_WRITEMASK_ALL);
symbol.info.reg.is_aggregate = true;
vkd3d_dxbc_compiler_put_symbol(compiler, &symbol);
}
}
/* This function is called after declarations are processed. */
static void vkd3d_dxbc_compiler_emit_main_prolog(struct vkd3d_dxbc_compiler *compiler)
{
@ -8859,6 +8978,8 @@ static void vkd3d_dxbc_compiler_emit_main_prolog(struct vkd3d_dxbc_compiler *com
if (compiler->xfb_info && compiler->xfb_info->element_count
&& compiler->shader_type != VKD3D_SHADER_TYPE_GEOMETRY)
vkd3d_dxbc_compiler_emit_point_size(compiler);
if (compiler->shader_type == VKD3D_SHADER_TYPE_HULL)
vkd3d_dxbc_compiler_emit_hull_shader_inputs(compiler);
}
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)
transition_resource_state(command_list, so_buffer,
D3D12_RESOURCE_STATE_STREAM_OUT, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_buffer_readback_with_command_list(so_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list);
todo check_triangles(&rb, &expected_triangle, 1);
check_triangles(&rb, &expected_triangle, 1);
release_resource_readback(&rb);
ID3D12Resource_Release(so_buffer);