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https://gitlab.winehq.org/wine/vkd3d.git
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libs/vkd3d: Match input layout elements with vertex shader inputs.
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@ -1709,12 +1709,13 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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uint32_t aligned_offsets[D3D12_VS_INPUT_REGISTER_COUNT];
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const struct d3d12_root_signature *root_signature;
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struct vkd3d_shader_interface shader_interface;
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struct vkd3d_shader_signature input_signature;
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struct VkSubpassDescription sub_pass_desc;
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struct VkRenderPassCreateInfo pass_desc;
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const struct vkd3d_format *format;
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enum VkVertexInputRate input_rate;
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unsigned int i, j;
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size_t rt_count;
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unsigned int i;
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uint32_t mask;
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VkResult vr;
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HRESULT hr;
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@ -1755,6 +1756,7 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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shader_interface.uav_counters = NULL;
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shader_interface.uav_counter_count = 0;
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memset(&input_signature, 0, sizeof(input_signature));
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for (i = 0, graphics->stage_count = 0; i < ARRAY_SIZE(shader_stages); ++i)
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{
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const D3D12_SHADER_BYTECODE *b = (const void *)((uintptr_t)desc + shader_stages[i].offset);
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@ -1777,6 +1779,10 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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shader_stages[i].stage, b, &shader_interface)))
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goto fail;
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if (shader_stages[i].stage == VK_SHADER_STAGE_VERTEX_BIT
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&& FAILED(hr = vkd3d_shader_parse_input_signature(&dxbc, &input_signature)))
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goto fail;
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++graphics->stage_count;
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}
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@ -1792,9 +1798,10 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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&& FAILED(hr = compute_input_layout_offsets(&desc->InputLayout, aligned_offsets)))
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goto fail;
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for (i = 0, mask = 0; i < graphics->attribute_count; ++i)
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for (i = 0, j = 0, mask = 0; i < graphics->attribute_count; ++i)
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{
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const D3D12_INPUT_ELEMENT_DESC *e = &desc->InputLayout.pInputElementDescs[i];
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const struct vkd3d_shader_signature_element *signature_element;
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if (!(format = vkd3d_get_format(e->Format, false)))
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{
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@ -1810,14 +1817,21 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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goto fail;
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}
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/* FIXME: Assign locations based on the vertex shader input signature. */
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graphics->attributes[i].location = i;
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graphics->attributes[i].binding = e->InputSlot;
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graphics->attributes[i].format = format->vk_format;
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if (!(signature_element = vkd3d_shader_find_signature_element(&input_signature,
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e->SemanticName, e->SemanticIndex, 0)))
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{
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WARN("Unused input element %u.\n", i);
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continue;
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}
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graphics->attributes[j].location = signature_element->register_index;
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graphics->attributes[j].binding = e->InputSlot;
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graphics->attributes[j].format = format->vk_format;
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if (e->AlignedByteOffset != D3D12_APPEND_ALIGNED_ELEMENT)
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graphics->attributes[i].offset = e->AlignedByteOffset;
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graphics->attributes[j].offset = e->AlignedByteOffset;
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else
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graphics->attributes[i].offset = aligned_offsets[i];
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graphics->attributes[j].offset = aligned_offsets[i];
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++j;
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switch (e->InputSlotClass)
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{
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@ -1847,6 +1861,8 @@ static HRESULT d3d12_pipeline_state_init_graphics(struct d3d12_pipeline_state *s
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graphics->input_rates[e->InputSlot] = input_rate;
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mask |= 1u << e->InputSlot;
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}
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graphics->attribute_count = j;
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vkd3d_shader_free_shader_signature(&input_signature);
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rt_count = desc->NumRenderTargets;
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if (rt_count > ARRAY_SIZE(graphics->attachments) - 1)
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@ -1983,6 +1999,7 @@ fail:
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{
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VK_CALL(vkDestroyShaderModule(device->vk_device, state->u.graphics.stages[i].module, NULL));
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}
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vkd3d_shader_free_shader_signature(&input_signature);
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return hr;
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}
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