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vkd3d-shader: Implement remapping shader output registers to match the next shader's semantics.
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Notes:
Alexandre Julliard
2023-08-03 21:25:28 +09:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/280
@ -90,6 +90,11 @@ enum vkd3d_shader_structure_type
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* \since 1.9
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*/
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VKD3D_SHADER_STRUCTURE_TYPE_SCAN_SIGNATURE_INFO,
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/**
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* The structure is a vkd3d_shader_next_stage_info structure.
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* \since 1.9
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*/
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VKD3D_SHADER_STRUCTURE_TYPE_NEXT_STAGE_INFO,
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_STRUCTURE_TYPE),
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};
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@ -1676,6 +1681,74 @@ struct vkd3d_shader_scan_signature_info
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struct vkd3d_shader_signature patch_constant;
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};
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/**
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* Describes the mapping of a output varying register in a shader stage,
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* to an input varying register in the following shader stage.
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*
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* This structure is used in struct vkd3d_shader_next_stage_info.
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*/
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struct vkd3d_shader_varying_map
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{
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/**
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* The signature index (in the output signature) of the output varying.
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* If greater than or equal to the number of elements in the output
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* signature, signifies that the varying is consumed by the next stage but
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* not written by this one.
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*/
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unsigned int output_signature_index;
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/** The register index of the input varying to map this register to. */
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unsigned int input_register_index;
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/** The mask consumed by the destination register. */
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unsigned int input_mask;
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};
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/**
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* A chained structure which describes the next shader in the pipeline.
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*
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* This structure is optional, and should only be provided if there is in fact
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* another shader in the pipeline.
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* However, depending on the input and output formats, this structure may be
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* necessary in order to generate shaders which correctly match each other.
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* If the structure or its individual fields are not provided, vkd3d-shader
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* will generate shaders which may be correct in isolation, but are not
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* guaranteed to correctly match each other.
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*
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* This structure is passed to vkd3d_shader_compile() and extends
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* vkd3d_shader_compile_info.
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*
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* This structure contains only input parameters.
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*
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* \since 1.9
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*/
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struct vkd3d_shader_next_stage_info
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{
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/** Must be set to VKD3D_SHADER_STRUCTURE_TYPE_NEXT_STAGE_INFO. */
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enum vkd3d_shader_structure_type type;
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/** Optional pointer to a structure containing further parameters. */
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const void *next;
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/**
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* A mapping of output varyings in this shader stage to input varyings
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* in the next shader stage.
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*
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* This mapping should include exactly one element for each varying
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* consumed by the next shader stage.
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* If this shader stage outputs a varying that is not consumed by the next
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* shader stage, that varying should be absent from this array.
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*
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* If this field is absent, vkd3d-shader will map varyings from one stage
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* to another based on their register index.
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* For Direct3D shader model 3.0, such a default mapping will be incorrect
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* unless the registers are allocated in the same order, and hence this
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* field is necessary to correctly match inter-stage varyings.
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* This mapping may also be necessary under other circumstances where the
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* varying interface does not match exactly.
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*/
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const struct vkd3d_shader_varying_map *varying_map;
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/** The number of registers provided in \ref varying_map. */
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unsigned int varying_count;
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};
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#ifdef LIBVKD3D_SHADER_SOURCE
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# define VKD3D_SHADER_API VKD3D_EXPORT
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#else
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@ -1748,13 +1821,14 @@ VKD3D_SHADER_API const enum vkd3d_shader_target_type *vkd3d_shader_get_supported
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*
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* Depending on the source and target types, this function may support the
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* following chained structures:
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* - vkd3d_shader_hlsl_source_info
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* - vkd3d_shader_interface_info
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* - vkd3d_shader_next_stage_info
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* - vkd3d_shader_scan_descriptor_info
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* - vkd3d_shader_scan_signature_info
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* - vkd3d_shader_spirv_domain_shader_target_info
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* - vkd3d_shader_spirv_target_info
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* - vkd3d_shader_transform_feedback_info
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* - vkd3d_shader_hlsl_source_info
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*
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* \param compile_info A chained structure containing compilation parameters.
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*
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@ -85,6 +85,75 @@ static void shader_instruction_eliminate_phase_instance_id(struct vkd3d_shader_i
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shader_register_eliminate_phase_addressing((struct vkd3d_shader_register *)&ins->dst[i].reg, instance_id);
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}
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static const struct vkd3d_shader_varying_map *find_varying_map(
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const struct vkd3d_shader_next_stage_info *next_stage, unsigned int signature_idx)
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{
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unsigned int i;
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for (i = 0; i < next_stage->varying_count; ++i)
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{
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if (next_stage->varying_map[i].output_signature_index == signature_idx)
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return &next_stage->varying_map[i];
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}
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return NULL;
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}
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static enum vkd3d_result remap_output_signature(struct vkd3d_shader_parser *parser,
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const struct vkd3d_shader_compile_info *compile_info)
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{
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struct shader_signature *signature = &parser->shader_desc.output_signature;
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const struct vkd3d_shader_next_stage_info *next_stage;
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unsigned int i;
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if (!(next_stage = vkd3d_find_struct(compile_info->next, NEXT_STAGE_INFO)))
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return VKD3D_OK;
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for (i = 0; i < signature->element_count; ++i)
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{
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const struct vkd3d_shader_varying_map *map = find_varying_map(next_stage, i);
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struct signature_element *e = &signature->elements[i];
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if (map)
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{
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unsigned int input_mask = map->input_mask;
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e->target_location = map->input_register_index;
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/* It is illegal in Vulkan if the next shader uses the same varying
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* location with a different mask. */
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if (input_mask && input_mask != e->mask)
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{
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vkd3d_shader_parser_error(parser, VKD3D_SHADER_ERROR_VSIR_NOT_IMPLEMENTED,
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"Aborting due to not yet implemented feature: "
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"Output mask %#x does not match input mask %#x.",
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e->mask, input_mask);
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return VKD3D_ERROR_NOT_IMPLEMENTED;
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}
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}
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else
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{
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vkd3d_shader_parser_error(parser, VKD3D_SHADER_ERROR_VSIR_NOT_IMPLEMENTED,
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"Aborting due to not yet implemented feature: "
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"This stage outputs varyings not consumed by the next stage.");
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return VKD3D_ERROR_NOT_IMPLEMENTED;
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}
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}
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for (i = 0; i < next_stage->varying_count; ++i)
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{
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if (next_stage->varying_map[i].output_signature_index >= signature->element_count)
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{
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vkd3d_shader_parser_error(parser, VKD3D_SHADER_ERROR_VSIR_NOT_IMPLEMENTED,
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"Aborting due to not yet implemented feature: "
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"The next stage consumes varyings not written by this stage.");
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return VKD3D_ERROR_NOT_IMPLEMENTED;
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}
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}
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return VKD3D_OK;
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}
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struct hull_flattener
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{
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struct vkd3d_shader_instruction_array instructions;
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@ -1194,7 +1263,8 @@ static enum vkd3d_result instruction_array_normalise_flat_constants(struct vkd3d
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return VKD3D_OK;
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}
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enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser)
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enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
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const struct vkd3d_shader_compile_info *compile_info)
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{
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struct vkd3d_shader_instruction_array *instructions = &parser->instructions;
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enum vkd3d_result result = VKD3D_OK;
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@ -1202,6 +1272,10 @@ enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser)
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if (parser->shader_desc.is_dxil)
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return result;
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if (parser->shader_version.type != VKD3D_SHADER_TYPE_PIXEL
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&& (result = remap_output_signature(parser, compile_info)) < 0)
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return result;
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if (parser->shader_version.type == VKD3D_SHADER_TYPE_HULL
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&& (result = instruction_array_flatten_hull_shader_phases(instructions)) >= 0)
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{
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@ -9542,7 +9542,7 @@ static int spirv_compiler_generate_spirv(struct spirv_compiler *compiler,
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compiler->location.column = 0;
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compiler->location.line = 1;
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if ((result = vkd3d_shader_normalise(parser)) < 0)
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if ((result = vkd3d_shader_normalise(parser, compile_info)) < 0)
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return result;
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instructions = parser->instructions;
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@ -168,6 +168,8 @@ enum vkd3d_shader_error
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VKD3D_SHADER_WARNING_DXIL_INVALID_BLOCK_LENGTH = 8302,
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VKD3D_SHADER_WARNING_DXIL_INVALID_MODULE_LENGTH = 8303,
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VKD3D_SHADER_WARNING_DXIL_IGNORING_OPERANDS = 8304,
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VKD3D_SHADER_ERROR_VSIR_NOT_IMPLEMENTED = 9000,
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};
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enum vkd3d_shader_opcode
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@ -1409,6 +1411,7 @@ void dxbc_writer_add_section(struct dxbc_writer *dxbc, uint32_t tag, const void
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void dxbc_writer_init(struct dxbc_writer *dxbc);
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int dxbc_writer_write(struct dxbc_writer *dxbc, struct vkd3d_shader_code *code);
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enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser);
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enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
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const struct vkd3d_shader_compile_info *compile_info);
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#endif /* __VKD3D_SHADER_PRIVATE_H */
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