vkd3d-shader/hlsl: Allocate SM1 numeric uniforms in decreasing bind count.

This commit is contained in:
Francisco Casas 2024-05-03 02:51:44 -04:00 committed by Alexandre Julliard
parent e7450ce539
commit 28d267b7c0
Notes: Alexandre Julliard 2024-05-13 22:57:39 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/851
2 changed files with 40 additions and 4 deletions

View File

@ -4553,11 +4553,47 @@ static void allocate_const_registers_recurse(struct hlsl_ctx *ctx,
}
}
static void sort_uniform_by_numeric_bind_count(struct list *sorted, struct hlsl_ir_var *to_sort)
{
struct hlsl_ir_var *var;
list_remove(&to_sort->extern_entry);
LIST_FOR_EACH_ENTRY(var, sorted, struct hlsl_ir_var, extern_entry)
{
uint32_t to_sort_size = to_sort->bind_count[HLSL_REGSET_NUMERIC];
uint32_t var_size = var->bind_count[HLSL_REGSET_NUMERIC];
if (to_sort_size > var_size)
{
list_add_before(&var->extern_entry, &to_sort->extern_entry);
return;
}
}
list_add_tail(sorted, &to_sort->extern_entry);
}
static void sort_uniforms_by_numeric_bind_count(struct hlsl_ctx *ctx)
{
struct list sorted = LIST_INIT(sorted);
struct hlsl_ir_var *var, *next;
LIST_FOR_EACH_ENTRY_SAFE(var, next, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
{
if (var->is_uniform)
sort_uniform_by_numeric_bind_count(&sorted, var);
}
list_move_tail(&ctx->extern_vars, &sorted);
}
static void allocate_const_registers(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func)
{
struct register_allocator allocator = {0};
struct hlsl_ir_var *var;
sort_uniforms_by_numeric_bind_count(ctx);
LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
{
unsigned int reg_size = var->data_type->reg_size[HLSL_REGSET_NUMERIC];

View File

@ -50,7 +50,7 @@ uniform 0 float4 1 2 3 4
uniform 4 float4 11 12 13 14
uniform 8 float4 21 22 23 24
draw quad
todo probe all rgba (21, 22, 23, 11)
probe all rgba (21, 22, 23, 11)
[pixel shader]
@ -76,7 +76,7 @@ uniform 8 float4 21 22 23 24
uniform 12 float4 31 32 33 34
uniform 16 float4 41 42 43 44
draw quad
todo probe all rgba (41, 21, 0, 0)
probe all rgba (41, 21, 0, 0)
[pixel shader]
@ -224,7 +224,7 @@ uniform 20 float4 51 52 53 54
uniform 24 float4 61 62 63 64
uniform 28 float4 71 72 73 74
draw quad
todo probe all rgba (74, 31, 63, 0)
probe all rgba (74, 31, 63, 0)
[pixel shader]
@ -253,7 +253,7 @@ uniform 0 float4 1 2 3 4
uniform 4 float4 11 12 13 14
uniform 8 float4 21 22 23 24
draw quad
todo probe all rgba (21, 22, 1, 11)
probe all rgba (21, 22, 1, 11)
[pixel shader]