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vkd3d-shader/ir: Separate VKD3DSPR_OUTPUT and VKD3DSPR_TEXCRDOUT.
This simplifies the IR.
This commit is contained in:
parent
8132239ed2
commit
3c53293028
Notes:
Henri Verbeet
2024-12-18 17:39:58 +01:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1322
@ -387,6 +387,7 @@ static const char * const shader_register_names[] =
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[VKD3DSPR_NULL ] = "null",
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[VKD3DSPR_OUTCONTROLPOINT ] = "vocp",
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[VKD3DSPR_OUTPOINTID ] = "vOutputControlPointID",
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[VKD3DSPR_OUTPUT ] = "o",
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[VKD3DSPR_OUTSTENCILREF ] = "oStencilRef",
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[VKD3DSPR_PARAMETER ] = "parameter",
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[VKD3DSPR_PATCHCONST ] = "vpc",
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@ -401,6 +402,7 @@ static const char * const shader_register_names[] =
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[VKD3DSPR_STREAM ] = "m",
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[VKD3DSPR_TEMP ] = "r",
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[VKD3DSPR_TESSCOORD ] = "vDomainLocation",
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[VKD3DSPR_TEXCRDOUT ] = "oT",
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[VKD3DSPR_TEXTURE ] = "t",
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[VKD3DSPR_THREADGROUPID ] = "vThreadGroupID",
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[VKD3DSPR_THREADID ] = "vThreadID",
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@ -1010,15 +1012,6 @@ static void shader_print_register(struct vkd3d_d3d_asm_compiler *compiler, const
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vkd3d_string_buffer_printf(buffer, "%s", rastout_reg_names[offset]);
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break;
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case VKD3DSPR_TEXCRDOUT:
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/* Vertex shaders >= 3.0 use general purpose output registers
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* (VKD3DSPR_OUTPUT), which can include an address token. */
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if (vkd3d_shader_ver_ge(&compiler->shader_version, 3, 0))
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vkd3d_string_buffer_printf(buffer, "o");
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else
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vkd3d_string_buffer_printf(buffer, "oT");
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break;
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case VKD3DSPR_MISCTYPE:
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if (offset > 1)
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vkd3d_string_buffer_printf(buffer, "%s<unhandled misctype %#x>%s",
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@ -428,6 +428,7 @@ register_types[] =
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{VKD3D_SM1_REG_TEXTURE, VKD3DSPR_TEXTURE},
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{VKD3D_SM1_REG_RASTOUT, VKD3DSPR_RASTOUT},
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{VKD3D_SM1_REG_ATTROUT, VKD3DSPR_ATTROUT},
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{VKD3D_SM1_REG_OUTPUT, VKD3DSPR_OUTPUT},
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{VKD3D_SM1_REG_TEXCRDOUT, VKD3DSPR_TEXCRDOUT},
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{VKD3D_SM1_REG_CONSTINT, VKD3DSPR_CONSTINT},
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{VKD3D_SM1_REG_COLOROUT, VKD3DSPR_COLOROUT},
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@ -542,6 +543,8 @@ static enum vkd3d_shader_register_type parse_register_type(
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if (d3dbc_type == VKD3D_SM1_REG_ADDR)
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return sm1->p.program->shader_version.type == VKD3D_SHADER_TYPE_PIXEL ? VKD3DSPR_TEXTURE : VKD3DSPR_ADDR;
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if (d3dbc_type == VKD3D_SM1_REG_TEXCRDOUT)
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return vkd3d_shader_ver_ge(&sm1->p.program->shader_version, 3, 0) ? VKD3DSPR_OUTPUT : VKD3DSPR_TEXCRDOUT;
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for (unsigned int i = 0; i < ARRAY_SIZE(register_types); ++i)
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{
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@ -783,20 +786,15 @@ static bool add_signature_element_from_register(struct vkd3d_shader_sm1_parser *
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return add_signature_element(sm1, false, "TEXCOORD", register_index,
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VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask);
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case VKD3DSPR_TEXCRDOUT:
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return add_signature_element(sm1, true, "TEXCOORD", register_index,
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VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask);
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case VKD3DSPR_OUTPUT:
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if (version->type == VKD3D_SHADER_TYPE_VERTEX)
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{
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/* For sm < 2 vertex shaders, this is TEXCRDOUT.
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*
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* For sm3 vertex shaders, this is OUTPUT, but we already
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* should have had a DCL instruction. */
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if (version->major == 3)
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{
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add_signature_mask(sm1, true, register_index, mask);
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return true;
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}
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return add_signature_element(sm1, true, "TEXCOORD", register_index,
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VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask);
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add_signature_mask(sm1, true, register_index, mask);
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return true;
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}
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/* fall through */
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@ -1192,6 +1192,7 @@ static void remove_unread_output_components(const struct shader_signature *signa
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switch (dst->reg.type)
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{
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case VKD3DSPR_OUTPUT:
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case VKD3DSPR_TEXCRDOUT:
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e = vsir_signature_find_element_for_reg(signature, dst->reg.idx[0].offset, 0);
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break;
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@ -2177,6 +2178,7 @@ static bool shader_dst_param_io_normalise(struct vkd3d_shader_dst_param *dst_par
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signature = normaliser->patch_constant_signature;
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break;
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case VKD3DSPR_TEXCRDOUT:
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case VKD3DSPR_COLOROUT:
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reg_idx = reg->idx[0].offset;
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signature = normaliser->output_signature;
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@ -603,7 +603,7 @@ enum vkd3d_shader_register_type
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VKD3DSPR_RASTOUT,
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VKD3DSPR_ATTROUT,
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VKD3DSPR_TEXCRDOUT,
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VKD3DSPR_OUTPUT = VKD3DSPR_TEXCRDOUT,
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VKD3DSPR_OUTPUT,
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VKD3DSPR_CONSTINT,
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VKD3DSPR_COLOROUT,
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VKD3DSPR_DEPTHOUT,
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