vkd3d-shader/ir: Implement MAD in two operations if flagged as precise.

With some changes by Giovanni Mascellani.
This commit is contained in:
Conor McCarthy 2024-04-11 12:38:24 +02:00 committed by Alexandre Julliard
parent 9112a5be58
commit 23db066922
Notes: Alexandre Julliard 2024-04-15 22:23:02 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Conor McCarthy (@cmccarthy)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/779
3 changed files with 82 additions and 1 deletions

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@ -17,6 +17,7 @@
*/
#include "vkd3d_shader_private.h"
#include "vkd3d_types.h"
bool vsir_program_init(struct vsir_program *program, const struct vkd3d_shader_version *version, unsigned int reserve)
{
@ -159,6 +160,56 @@ static enum vkd3d_result vsir_program_lower_texkill(struct vsir_program *program
return VKD3D_OK;
}
/* The Shader Model 5 Assembly documentation states: "If components of a mad
* instruction are tagged as precise, the hardware must execute a mad instruction
* or the exact equivalent, and it cannot split it into a multiply followed by an add."
* But DXIL.rst states the opposite: "Floating point multiply & add. This operation is
* not fused for "precise" operations."
* Windows drivers seem to conform with the latter, for SM 4-5 and SM 6. */
static enum vkd3d_result vsir_program_lower_precise_mad(struct vsir_program *program,
struct vkd3d_shader_instruction *mad, unsigned int *tmp_idx)
{
struct vkd3d_shader_instruction_array *instructions = &program->instructions;
struct vkd3d_shader_instruction *mul_ins, *add_ins;
size_t pos = mad - instructions->elements;
struct vkd3d_shader_dst_param *mul_dst;
if (!(mad->flags & VKD3DSI_PRECISE_XYZW))
return VKD3D_OK;
if (!shader_instruction_array_insert_at(instructions, pos + 1, 1))
return VKD3D_ERROR_OUT_OF_MEMORY;
if (*tmp_idx == ~0u)
*tmp_idx = program->temp_count++;
mul_ins = &instructions->elements[pos];
add_ins = &instructions->elements[pos + 1];
mul_ins->handler_idx = VKD3DSIH_MUL;
mul_ins->src_count = 2;
if (!(vsir_instruction_init_with_params(program, add_ins, &mul_ins->location, VKD3DSIH_ADD, 1, 2)))
return VKD3D_ERROR_OUT_OF_MEMORY;
add_ins->flags = mul_ins->flags & VKD3DSI_PRECISE_XYZW;
mul_dst = mul_ins->dst;
*add_ins->dst = *mul_dst;
mul_dst->modifiers = 0;
vsir_register_init(&mul_dst->reg, VKD3DSPR_TEMP, mul_ins->src[0].reg.data_type, 1);
mul_dst->reg.dimension = add_ins->dst->reg.dimension;
mul_dst->reg.idx[0].offset = *tmp_idx;
add_ins->src[0].reg = mul_dst->reg;
add_ins->src[0].swizzle = vsir_swizzle_from_writemask(mul_dst->write_mask);
add_ins->src[0].modifiers = 0;
add_ins->src[1] = mul_ins->src[2];
return VKD3D_OK;
}
static enum vkd3d_result vsir_program_lower_instructions(struct vsir_program *program)
{
struct vkd3d_shader_instruction_array *instructions = &program->instructions;
@ -176,6 +227,11 @@ static enum vkd3d_result vsir_program_lower_instructions(struct vsir_program *pr
return ret;
break;
case VKD3DSIH_MAD:
if ((ret = vsir_program_lower_precise_mad(program, ins, &tmp_idx)) < 0)
return ret;
break;
case VKD3DSIH_DCL_TEMPS:
vkd3d_shader_instruction_make_nop(ins);
break;

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@ -1761,6 +1761,31 @@ static inline unsigned int vkd3d_compact_swizzle(uint32_t swizzle, uint32_t writ
return compacted_swizzle;
}
static inline uint32_t vsir_swizzle_from_writemask(unsigned int writemask)
{
static const unsigned int swizzles[16] =
{
0,
VKD3D_SHADER_SWIZZLE(X, X, X, X),
VKD3D_SHADER_SWIZZLE(Y, Y, Y, Y),
VKD3D_SHADER_SWIZZLE(X, Y, X, X),
VKD3D_SHADER_SWIZZLE(Z, Z, Z, Z),
VKD3D_SHADER_SWIZZLE(X, Z, X, X),
VKD3D_SHADER_SWIZZLE(Y, Z, X, X),
VKD3D_SHADER_SWIZZLE(X, Y, Z, X),
VKD3D_SHADER_SWIZZLE(W, W, W, W),
VKD3D_SHADER_SWIZZLE(X, W, X, X),
VKD3D_SHADER_SWIZZLE(Y, W, X, X),
VKD3D_SHADER_SWIZZLE(X, Y, W, X),
VKD3D_SHADER_SWIZZLE(Z, W, X, X),
VKD3D_SHADER_SWIZZLE(X, Z, W, X),
VKD3D_SHADER_SWIZZLE(Y, Z, W, X),
VKD3D_SHADER_SWIZZLE(X, Y, Z, W),
};
return swizzles[writemask & 0xf];
}
struct vkd3d_struct
{
enum vkd3d_shader_structure_type type;

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@ -121,7 +121,7 @@ uniform 0 float4 1.00000007 -42.1 4.0 45.0
uniform 4 float4 1.625 -5.0 4.125 5.0
uniform 8 float4 1.00000007 -1.0 0.5 -0.5
todo(sm<6) draw quad
todo probe all rgba (2.62500048, 209.5, 17.0, 224.5)
probe all rgba (2.62500048, 209.5, 17.0, 224.5)
[require]
shader model >= 5.0