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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-09-13 09:16:14 -07:00
vkd3d-shader/tpf: Return a vkd3d_shader_sysval_semantic from hlsl_sm4_usage_from_semantic().
This commit is contained in:
parent
f5205da8e9
commit
1c01560321
Notes:
Henri Verbeet
2024-09-04 11:47:56 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1028
@ -1536,8 +1536,8 @@ int d3dbc_compile(struct vsir_program *program, uint64_t config_flags,
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struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context,
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struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func);
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bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx,
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const struct hlsl_semantic *semantic, bool output, D3D_NAME *usage);
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bool sysval_semantic_from_hlsl(enum vkd3d_shader_sysval_semantic *semantic,
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struct hlsl_ctx *ctx, const struct hlsl_semantic *hlsl_semantic, bool output);
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bool hlsl_sm4_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semantic *semantic,
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bool output, enum vkd3d_shader_register_type *type, bool *has_idx);
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int hlsl_sm4_write(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func, struct vkd3d_shader_code *out);
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@ -5152,10 +5152,10 @@ static void allocate_semantic_register(struct hlsl_ctx *ctx, struct hlsl_ir_var
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}
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else
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{
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D3D_NAME usage;
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enum vkd3d_shader_sysval_semantic semantic;
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bool has_idx;
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if (!hlsl_sm4_usage_from_semantic(ctx, &var->semantic, output, &usage))
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if (!sysval_semantic_from_hlsl(&semantic, ctx, &var->semantic, output))
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{
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hlsl_error(ctx, &var->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_SEMANTIC,
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"Invalid semantic '%s'.", var->semantic.name);
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@ -2782,8 +2782,8 @@ bool hlsl_sm4_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_sem
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return false;
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}
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bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semantic *semantic,
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bool output, D3D_NAME *usage)
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bool sysval_semantic_from_hlsl(enum vkd3d_shader_sysval_semantic *semantic,
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struct hlsl_ctx *ctx, const struct hlsl_semantic *hlsl_semantic, bool output)
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{
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unsigned int i;
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@ -2792,7 +2792,7 @@ bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semant
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const char *name;
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bool output;
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enum vkd3d_shader_type shader_type;
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D3D_NAME usage;
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enum vkd3d_shader_sysval_semantic semantic;
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}
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semantics[] =
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{
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@ -2800,46 +2800,46 @@ bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semant
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{"sv_groupid", false, VKD3D_SHADER_TYPE_COMPUTE, ~0u},
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{"sv_groupthreadid", false, VKD3D_SHADER_TYPE_COMPUTE, ~0u},
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{"position", false, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_POSITION},
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{"sv_position", false, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_POSITION},
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{"sv_primitiveid", false, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_PRIMITIVE_ID},
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{"position", false, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SHADER_SV_POSITION},
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{"sv_position", false, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SHADER_SV_POSITION},
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{"sv_primitiveid", false, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SHADER_SV_PRIMITIVE_ID},
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{"position", true, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_POSITION},
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{"sv_position", true, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_POSITION},
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{"sv_primitiveid", true, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_PRIMITIVE_ID},
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{"position", true, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SHADER_SV_POSITION},
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{"sv_position", true, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SHADER_SV_POSITION},
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{"sv_primitiveid", true, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SHADER_SV_PRIMITIVE_ID},
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{"position", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_POSITION},
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{"sv_position", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_POSITION},
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{"sv_primitiveid", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_PRIMITIVE_ID},
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{"sv_isfrontface", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_IS_FRONT_FACE},
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{"sv_rendertargetarrayindex", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_RENDER_TARGET_ARRAY_INDEX},
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{"sv_viewportarrayindex", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_VIEWPORT_ARRAY_INDEX},
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{"position", false, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SHADER_SV_POSITION},
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{"sv_position", false, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SHADER_SV_POSITION},
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{"sv_primitiveid", false, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SHADER_SV_PRIMITIVE_ID},
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{"sv_isfrontface", false, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SHADER_SV_IS_FRONT_FACE},
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{"sv_rendertargetarrayindex", false, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SHADER_SV_RENDER_TARGET_ARRAY_INDEX},
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{"sv_viewportarrayindex", false, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SHADER_SV_VIEWPORT_ARRAY_INDEX},
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{"color", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_TARGET},
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{"depth", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_DEPTH},
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{"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_TARGET},
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{"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_DEPTH},
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{"sv_coverage", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_COVERAGE},
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{"color", true, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SHADER_SV_TARGET},
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{"depth", true, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SHADER_SV_DEPTH},
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{"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SHADER_SV_TARGET},
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{"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SHADER_SV_DEPTH},
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{"sv_coverage", true, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SHADER_SV_COVERAGE},
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{"sv_position", false, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_UNDEFINED},
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{"sv_vertexid", false, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_VERTEX_ID},
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{"sv_instanceid", false, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_INSTANCE_ID},
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{"sv_position", false, VKD3D_SHADER_TYPE_VERTEX, VKD3D_SHADER_SV_NONE},
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{"sv_vertexid", false, VKD3D_SHADER_TYPE_VERTEX, VKD3D_SHADER_SV_VERTEX_ID},
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{"sv_instanceid", false, VKD3D_SHADER_TYPE_VERTEX, VKD3D_SHADER_SV_INSTANCE_ID},
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{"position", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_POSITION},
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{"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_POSITION},
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{"sv_rendertargetarrayindex", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_RENDER_TARGET_ARRAY_INDEX},
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{"sv_viewportarrayindex", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_VIEWPORT_ARRAY_INDEX},
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{"position", true, VKD3D_SHADER_TYPE_VERTEX, VKD3D_SHADER_SV_POSITION},
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{"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, VKD3D_SHADER_SV_POSITION},
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{"sv_rendertargetarrayindex", true, VKD3D_SHADER_TYPE_VERTEX, VKD3D_SHADER_SV_RENDER_TARGET_ARRAY_INDEX},
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{"sv_viewportarrayindex", true, VKD3D_SHADER_TYPE_VERTEX, VKD3D_SHADER_SV_VIEWPORT_ARRAY_INDEX},
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};
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bool needs_compat_mapping = ascii_strncasecmp(semantic->name, "sv_", 3);
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bool needs_compat_mapping = ascii_strncasecmp(hlsl_semantic->name, "sv_", 3);
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for (i = 0; i < ARRAY_SIZE(semantics); ++i)
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{
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if (!ascii_strcasecmp(semantic->name, semantics[i].name)
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if (!ascii_strcasecmp(hlsl_semantic->name, semantics[i].name)
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&& output == semantics[i].output
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&& (ctx->semantic_compat_mapping == needs_compat_mapping || !needs_compat_mapping)
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&& ctx->profile->type == semantics[i].shader_type)
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{
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*usage = semantics[i].usage;
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*semantic = semantics[i].semantic;
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return true;
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}
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}
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@ -2847,7 +2847,7 @@ bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semant
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if (!needs_compat_mapping)
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return false;
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*usage = D3D_NAME_UNDEFINED;
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*semantic = VKD3D_SHADER_SV_NONE;
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return true;
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}
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@ -2880,16 +2880,16 @@ static void write_sm4_signature(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc,
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LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
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{
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unsigned int width = (1u << var->data_type->dimx) - 1, use_mask;
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enum vkd3d_shader_sysval_semantic semantic;
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uint32_t usage_idx, reg_idx;
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D3D_NAME usage;
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bool has_idx;
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if ((output && !var->is_output_semantic) || (!output && !var->is_input_semantic))
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continue;
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ret = hlsl_sm4_usage_from_semantic(ctx, &var->semantic, output, &usage);
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ret = sysval_semantic_from_hlsl(&semantic, ctx, &var->semantic, output);
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VKD3D_ASSERT(ret);
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if (usage == ~0u)
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if (semantic == ~0u)
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continue;
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usage_idx = var->semantic.index;
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@ -2908,12 +2908,12 @@ static void write_sm4_signature(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc,
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use_mask = 0xf ^ use_mask;
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/* Special pixel shader semantics (TARGET, DEPTH, COVERAGE). */
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if (usage >= 64)
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usage = 0;
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if (semantic >= VKD3D_SHADER_SV_TARGET)
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semantic = VKD3D_SHADER_SV_NONE;
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put_u32(&buffer, 0); /* name */
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put_u32(&buffer, usage_idx);
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put_u32(&buffer, usage);
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put_u32(&buffer, semantic);
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switch (var->data_type->e.numeric.type)
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{
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case HLSL_TYPE_FLOAT:
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@ -2944,25 +2944,25 @@ static void write_sm4_signature(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc,
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i = 0;
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LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
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{
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const char *semantic = var->semantic.name;
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enum vkd3d_shader_sysval_semantic semantic;
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const char *name = var->semantic.name;
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size_t string_offset;
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D3D_NAME usage;
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if ((output && !var->is_output_semantic) || (!output && !var->is_input_semantic))
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continue;
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hlsl_sm4_usage_from_semantic(ctx, &var->semantic, output, &usage);
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if (usage == ~0u)
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sysval_semantic_from_hlsl(&semantic, ctx, &var->semantic, output);
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if (semantic == ~0u)
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continue;
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if (usage == D3D_NAME_TARGET && !ascii_strcasecmp(semantic, "color"))
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if (semantic == VKD3D_SHADER_SV_TARGET && !ascii_strcasecmp(name, "color"))
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string_offset = put_string(&buffer, "SV_Target");
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else if (usage == D3D_NAME_DEPTH && !ascii_strcasecmp(semantic, "depth"))
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else if (semantic == VKD3D_SHADER_SV_DEPTH && !ascii_strcasecmp(name, "depth"))
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string_offset = put_string(&buffer, "SV_Depth");
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else if (usage == D3D_NAME_POSITION && !ascii_strcasecmp(semantic, "position"))
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else if (semantic == VKD3D_SHADER_SV_POSITION && !ascii_strcasecmp(name, "position"))
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string_offset = put_string(&buffer, "SV_Position");
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else
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string_offset = put_string(&buffer, semantic);
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string_offset = put_string(&buffer, name);
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set_u32(&buffer, (2 + i++ * 6) * sizeof(uint32_t), string_offset);
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}
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@ -4412,7 +4412,7 @@ static void write_sm4_dcl_semantic(const struct tpf_writer *tpf, const struct hl
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{
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const struct hlsl_profile_info *profile = tpf->ctx->profile;
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const bool output = var->is_output_semantic;
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D3D_NAME usage;
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enum vkd3d_shader_sysval_semantic semantic;
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bool has_idx;
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struct sm4_instruction instr =
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@ -4445,22 +4445,22 @@ static void write_sm4_dcl_semantic(const struct tpf_writer *tpf, const struct hl
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if (instr.dsts[0].reg.type == VKD3DSPR_DEPTHOUT)
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instr.dsts[0].reg.dimension = VSIR_DIMENSION_SCALAR;
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hlsl_sm4_usage_from_semantic(tpf->ctx, &var->semantic, output, &usage);
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if (usage == ~0u)
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usage = D3D_NAME_UNDEFINED;
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sysval_semantic_from_hlsl(&semantic, tpf->ctx, &var->semantic, output);
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if (semantic == ~0u)
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semantic = VKD3D_SHADER_SV_NONE;
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if (var->is_input_semantic)
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{
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switch (usage)
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switch (semantic)
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{
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case D3D_NAME_UNDEFINED:
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case VKD3D_SHADER_SV_NONE:
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instr.opcode = (profile->type == VKD3D_SHADER_TYPE_PIXEL)
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? VKD3D_SM4_OP_DCL_INPUT_PS : VKD3D_SM4_OP_DCL_INPUT;
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break;
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case D3D_NAME_INSTANCE_ID:
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case D3D_NAME_PRIMITIVE_ID:
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case D3D_NAME_VERTEX_ID:
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case VKD3D_SHADER_SV_INSTANCE_ID:
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case VKD3D_SHADER_SV_PRIMITIVE_ID:
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case VKD3D_SHADER_SV_VERTEX_ID:
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instr.opcode = (profile->type == VKD3D_SHADER_TYPE_PIXEL)
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? VKD3D_SM4_OP_DCL_INPUT_PS_SGV : VKD3D_SM4_OP_DCL_INPUT_SGV;
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break;
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@ -4510,25 +4510,25 @@ static void write_sm4_dcl_semantic(const struct tpf_writer *tpf, const struct hl
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}
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else
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{
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if (usage == D3D_NAME_UNDEFINED || profile->type == VKD3D_SHADER_TYPE_PIXEL)
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if (semantic == VKD3D_SHADER_SV_NONE || profile->type == VKD3D_SHADER_TYPE_PIXEL)
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instr.opcode = VKD3D_SM4_OP_DCL_OUTPUT;
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else
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instr.opcode = VKD3D_SM4_OP_DCL_OUTPUT_SIV;
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}
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switch (usage)
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switch (semantic)
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{
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case D3D_NAME_COVERAGE:
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case D3D_NAME_DEPTH:
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case D3D_NAME_DEPTH_GREATER_EQUAL:
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case D3D_NAME_DEPTH_LESS_EQUAL:
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case D3D_NAME_TARGET:
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case D3D_NAME_UNDEFINED:
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case VKD3D_SHADER_SV_COVERAGE:
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case VKD3D_SHADER_SV_DEPTH:
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case VKD3D_SHADER_SV_DEPTH_GREATER_EQUAL:
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case VKD3D_SHADER_SV_DEPTH_LESS_EQUAL:
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case VKD3D_SHADER_SV_TARGET:
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case VKD3D_SHADER_SV_NONE:
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break;
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default:
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instr.idx_count = 1;
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instr.idx[0] = usage;
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instr.idx[0] = semantic;
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break;
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}
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