libs/vkd3d-shader: Add stub for SPIR-V generator.

This commit is contained in:
Józef Kucia 2017-06-19 18:05:53 +02:00
parent 97c7bc0a18
commit 1f65d4ccc1
3 changed files with 159 additions and 0 deletions

View File

@ -65,6 +65,7 @@ libvkd3d_shader_la_SOURCES = \
include/private/vkd3d_debug.h \
include/private/vkd3d_memory.h \
libs/vkd3d-shader/dxbc.c \
libs/vkd3d-shader/spirv.c \
libs/vkd3d-shader/vkd3d_shader_main.c \
libs/vkd3d-shader/vkd3d_shader_private.h
libvkd3d_shader_la_LIBADD = libvkd3d-common.la

148
libs/vkd3d-shader/spirv.c Normal file
View File

@ -0,0 +1,148 @@
/*
* Copyright 2017 Józef Kucia for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "vkd3d_shader_private.h"
#include "spirv/1.0/spirv.h"
static void vkd3d_spirv_dump(const struct vkd3d_shader_code *spirv) {}
static void vkd3d_spirv_validate(const struct vkd3d_shader_code *spirv) {}
struct vkd3d_spirv_builder
{
uint64_t capability_mask;
SpvExecutionModel execution_model;
uint32_t current_id;
};
static void vkd3d_spirv_enable_capability(struct vkd3d_spirv_builder *builder,
SpvCapability cap)
{
assert(cap < sizeof(builder->capability_mask) * CHAR_BIT);
builder->capability_mask |= 1ull << cap;
}
static void vkd3d_spirv_set_execution_model(struct vkd3d_spirv_builder *builder,
SpvExecutionModel model)
{
builder->execution_model = model;
switch (model)
{
case SpvExecutionModelVertex:
case SpvExecutionModelFragment:
case SpvExecutionModelGLCompute:
vkd3d_spirv_enable_capability(builder, SpvCapabilityShader);
break;
case SpvExecutionModelTessellationControl:
case SpvExecutionModelTessellationEvaluation:
vkd3d_spirv_enable_capability(builder, SpvCapabilityTessellation);
break;
case SpvExecutionModelGeometry:
vkd3d_spirv_enable_capability(builder, SpvCapabilityGeometry);
break;
default:
ERR("Unhandled execution model %#x.\n", model);
}
}
static void vkd3d_spirv_builder_init(struct vkd3d_spirv_builder *builder)
{
builder->current_id = 1;
}
static bool vkd3d_spirv_compile_module(struct vkd3d_spirv_builder *builder,
struct vkd3d_shader_code *spirv)
{
FIXME("Not implemented!\n");
return false;
}
struct vkd3d_dxbc_compiler
{
struct vkd3d_spirv_builder spirv_builder;
uint32_t options;
};
struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(const struct vkd3d_shader_version *shader_version,
uint32_t compiler_options)
{
struct vkd3d_dxbc_compiler *compiler;
if (!(compiler = vkd3d_malloc(sizeof(*compiler))))
return NULL;
memset(compiler, 0, sizeof(*compiler));
vkd3d_spirv_builder_init(&compiler->spirv_builder);
compiler->options = compiler_options;
switch (shader_version->type)
{
case VKD3D_SHADER_TYPE_VERTEX:
vkd3d_spirv_set_execution_model(&compiler->spirv_builder, SpvExecutionModelVertex);
break;
case VKD3D_SHADER_TYPE_HULL:
vkd3d_spirv_set_execution_model(&compiler->spirv_builder, SpvExecutionModelTessellationControl);
break;
case VKD3D_SHADER_TYPE_DOMAIN:
vkd3d_spirv_set_execution_model(&compiler->spirv_builder, SpvExecutionModelTessellationEvaluation);
break;
case VKD3D_SHADER_TYPE_GEOMETRY:
vkd3d_spirv_set_execution_model(&compiler->spirv_builder, SpvExecutionModelGeometry);
break;
case VKD3D_SHADER_TYPE_PIXEL:
vkd3d_spirv_set_execution_model(&compiler->spirv_builder, SpvExecutionModelFragment);
break;
case VKD3D_SHADER_TYPE_COMPUTE:
vkd3d_spirv_set_execution_model(&compiler->spirv_builder, SpvExecutionModelGLCompute);
break;
default:
ERR("Invalid shader type %#x.\n", shader_version->type);
}
return compiler;
}
void vkd3d_dxbc_compiler_handle_instruction(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_instruction *instruction)
{
FIXME("Unhandled instruction %#x.\n", instruction->handler_idx);
}
bool vkd3d_dxbc_compiler_generate_spirv(struct vkd3d_dxbc_compiler *compiler,
struct vkd3d_shader_code *spirv)
{
if (!vkd3d_spirv_compile_module(&compiler->spirv_builder, spirv))
return false;
if (TRACE_ON())
{
vkd3d_spirv_dump(spirv);
vkd3d_spirv_validate(spirv);
}
return true;
}
void vkd3d_dxbc_compiler_destroy(struct vkd3d_dxbc_compiler *compiler)
{
vkd3d_free(compiler);
}

View File

@ -817,4 +817,14 @@ struct vkd3d_shader_signature_element *shader_find_signature_element(const struc
const char *semantic_name, unsigned int semantic_idx, unsigned int stream_idx) DECLSPEC_HIDDEN;
void free_shader_desc(struct vkd3d_shader_desc *desc) DECLSPEC_HIDDEN;
struct vkd3d_dxbc_compiler;
struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(
const struct vkd3d_shader_version *shader_version, uint32_t compiler_options) DECLSPEC_HIDDEN;
void vkd3d_dxbc_compiler_handle_instruction(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_instruction *instruction) DECLSPEC_HIDDEN;
bool vkd3d_dxbc_compiler_generate_spirv(struct vkd3d_dxbc_compiler *compiler,
struct vkd3d_shader_code *spirv) DECLSPEC_HIDDEN;
void vkd3d_dxbc_compiler_destroy(struct vkd3d_dxbc_compiler *compiler) DECLSPEC_HIDDEN;
#endif /* __VKD3D_SHADER_PRIVATE_H */