vkd3d-shader/ir: Normalise control point phase output registers to include the control point id.

In SPIR-V the address must include the invocation id, but in TPF it
is implicit. Move the register index up one slot and insert an
OUTPOINTID relative address.
This commit is contained in:
Conor McCarthy
2023-04-04 17:55:05 +10:00
committed by Alexandre Julliard
parent 94ff9ba5e7
commit 14295a224d
Notes: Alexandre Julliard 2023-04-12 22:34:30 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/141
3 changed files with 111 additions and 25 deletions

View File

@@ -84,6 +84,11 @@ static void shader_instruction_eliminate_phase_instance_id(struct vkd3d_shader_i
shader_register_eliminate_phase_addressing((struct vkd3d_shader_register *)&ins->dst[i].reg, instance_id);
}
static bool normaliser_is_in_control_point_phase(const struct vkd3d_shader_normaliser *normaliser)
{
return normaliser->phase == VKD3DSIH_HS_CONTROL_POINT_PHASE;
}
static bool normaliser_is_in_fork_or_join_phase(const struct vkd3d_shader_normaliser *normaliser)
{
return normaliser->phase == VKD3DSIH_HS_FORK_PHASE || normaliser->phase == VKD3DSIH_HS_JOIN_PHASE;
@@ -217,6 +222,22 @@ static enum vkd3d_result shader_normaliser_flatten_phases(struct vkd3d_shader_no
return VKD3D_OK;
}
static void shader_register_init(struct vkd3d_shader_register *reg,
enum vkd3d_shader_register_type reg_type, enum vkd3d_data_type data_type)
{
reg->type = reg_type;
reg->precision = VKD3D_SHADER_REGISTER_PRECISION_DEFAULT;
reg->non_uniform = false;
reg->data_type = data_type;
reg->idx[0].offset = ~0u;
reg->idx[0].rel_addr = NULL;
reg->idx[1].offset = ~0u;
reg->idx[1].rel_addr = NULL;
reg->idx[2].offset = ~0u;
reg->idx[2].rel_addr = NULL;
reg->immconst_type = VKD3D_IMMCONST_SCALAR;
}
static void shader_instruction_init(struct vkd3d_shader_instruction *ins, enum vkd3d_shader_opcode handler_idx)
{
memset(ins, 0, sizeof(*ins));
@@ -258,6 +279,86 @@ enum vkd3d_result shader_normaliser_flatten_hull_shader_phases(struct vkd3d_shad
return result;
}
static struct vkd3d_shader_src_param *shader_normaliser_create_outpointid_param(struct vkd3d_shader_normaliser *normaliser)
{
struct vkd3d_shader_src_param *rel_addr;
if (!(rel_addr = shader_src_param_allocator_get(&normaliser->instructions.src_params, 1)))
return NULL;
shader_register_init(&rel_addr->reg, VKD3DSPR_OUTPOINTID, VKD3D_DATA_UINT);
rel_addr->swizzle = 0;
rel_addr->modifiers = 0;
return rel_addr;
}
static bool shader_dst_param_normalise_outpointid(struct vkd3d_shader_dst_param *dst_param,
struct vkd3d_shader_normaliser *normaliser)
{
struct vkd3d_shader_register *reg = &dst_param->reg;
if (normaliser_is_in_control_point_phase(normaliser) && reg->type == VKD3DSPR_OUTPUT)
{
if (reg->idx[2].offset != ~0u)
{
FIXME("Cannot insert phase id.\n");
return false;
}
if (reg->idx[1].offset != ~0u)
{
WARN("Unexpected address at index 1.\n");
reg->idx[2] = reg->idx[1];
}
reg->idx[1] = reg->idx[0];
/* The control point id param is implicit here. Avoid later complications by inserting it. */
reg->idx[0].offset = 0;
reg->idx[0].rel_addr = normaliser->outpointid_param;
}
return true;
}
enum vkd3d_result shader_normaliser_normalise_hull_shader_control_point_io(struct vkd3d_shader_normaliser *normaliser)
{
struct vkd3d_shader_instruction_array *instructions = &normaliser->instructions;
struct vkd3d_shader_instruction *ins;
unsigned int i, j;
if (!(normaliser->outpointid_param = shader_normaliser_create_outpointid_param(normaliser)))
{
ERR("Failed to allocate src param.\n");
return VKD3D_ERROR_OUT_OF_MEMORY;
}
normaliser->phase = VKD3DSIH_INVALID;
for (i = 0; i < normaliser->instructions.count; ++i)
{
ins = &instructions->elements[i];
switch (ins->handler_idx)
{
case VKD3DSIH_HS_CONTROL_POINT_PHASE:
case VKD3DSIH_HS_FORK_PHASE:
case VKD3DSIH_HS_JOIN_PHASE:
normaliser->phase = ins->handler_idx;
break;
default:
if (shader_instruction_is_dcl(ins))
break;
for (j = 0; j < ins->dst_count; ++j)
{
if (!shader_dst_param_normalise_outpointid((struct vkd3d_shader_dst_param *)&ins->dst[j],
normaliser))
return VKD3D_ERROR_INVALID_ARGUMENT;
}
break;
}
}
return VKD3D_OK;
}
void shader_normaliser_destroy(struct vkd3d_shader_normaliser *normaliser)
{
shader_instruction_array_destroy(&normaliser->instructions);