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vkd3d-shader/hlsl: Allocate SM1 numeric uniforms in decreasing bind count.
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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
@ -4553,11 +4553,47 @@ static void allocate_const_registers_recurse(struct hlsl_ctx *ctx,
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}
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}
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}
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}
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static void sort_uniform_by_numeric_bind_count(struct list *sorted, struct hlsl_ir_var *to_sort)
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{
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struct hlsl_ir_var *var;
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list_remove(&to_sort->extern_entry);
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LIST_FOR_EACH_ENTRY(var, sorted, struct hlsl_ir_var, extern_entry)
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{
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uint32_t to_sort_size = to_sort->bind_count[HLSL_REGSET_NUMERIC];
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uint32_t var_size = var->bind_count[HLSL_REGSET_NUMERIC];
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if (to_sort_size > var_size)
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{
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list_add_before(&var->extern_entry, &to_sort->extern_entry);
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return;
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}
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}
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list_add_tail(sorted, &to_sort->extern_entry);
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}
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static void sort_uniforms_by_numeric_bind_count(struct hlsl_ctx *ctx)
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{
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struct list sorted = LIST_INIT(sorted);
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struct hlsl_ir_var *var, *next;
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LIST_FOR_EACH_ENTRY_SAFE(var, next, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
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{
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if (var->is_uniform)
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sort_uniform_by_numeric_bind_count(&sorted, var);
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}
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list_move_tail(&ctx->extern_vars, &sorted);
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}
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static void allocate_const_registers(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func)
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static void allocate_const_registers(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func)
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{
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{
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struct register_allocator allocator = {0};
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struct register_allocator allocator = {0};
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struct hlsl_ir_var *var;
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struct hlsl_ir_var *var;
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sort_uniforms_by_numeric_bind_count(ctx);
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LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
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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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{
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unsigned int reg_size = var->data_type->reg_size[HLSL_REGSET_NUMERIC];
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unsigned int reg_size = var->data_type->reg_size[HLSL_REGSET_NUMERIC];
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@ -50,7 +50,7 @@ uniform 0 float4 1 2 3 4
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uniform 4 float4 11 12 13 14
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uniform 4 float4 11 12 13 14
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uniform 8 float4 21 22 23 24
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uniform 8 float4 21 22 23 24
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draw quad
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draw quad
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todo probe all rgba (21, 22, 23, 11)
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probe all rgba (21, 22, 23, 11)
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[pixel shader]
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[pixel shader]
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@ -76,7 +76,7 @@ uniform 8 float4 21 22 23 24
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uniform 12 float4 31 32 33 34
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uniform 12 float4 31 32 33 34
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uniform 16 float4 41 42 43 44
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uniform 16 float4 41 42 43 44
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draw quad
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draw quad
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todo probe all rgba (41, 21, 0, 0)
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probe all rgba (41, 21, 0, 0)
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[pixel shader]
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[pixel shader]
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@ -224,7 +224,7 @@ uniform 20 float4 51 52 53 54
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uniform 24 float4 61 62 63 64
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uniform 24 float4 61 62 63 64
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uniform 28 float4 71 72 73 74
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uniform 28 float4 71 72 73 74
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draw quad
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draw quad
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todo probe all rgba (74, 31, 63, 0)
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probe all rgba (74, 31, 63, 0)
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[pixel shader]
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[pixel shader]
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@ -253,7 +253,7 @@ uniform 0 float4 1 2 3 4
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uniform 4 float4 11 12 13 14
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uniform 4 float4 11 12 13 14
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uniform 8 float4 21 22 23 24
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uniform 8 float4 21 22 23 24
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draw quad
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draw quad
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todo probe all rgba (21, 22, 1, 11)
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probe all rgba (21, 22, 1, 11)
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[pixel shader]
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[pixel shader]
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