vkd3d-shader/ir: Separate VKD3DSPR_OUTPUT and VKD3DSPR_TEXCRDOUT.

This simplifies the IR.
This commit is contained in:
Elizabeth Figura 2024-07-20 12:26:56 -05:00 committed by Henri Verbeet
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
4 changed files with 14 additions and 21 deletions

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@ -387,6 +387,7 @@ static const char * const shader_register_names[] =
[VKD3DSPR_NULL ] = "null",
[VKD3DSPR_OUTCONTROLPOINT ] = "vocp",
[VKD3DSPR_OUTPOINTID ] = "vOutputControlPointID",
[VKD3DSPR_OUTPUT ] = "o",
[VKD3DSPR_OUTSTENCILREF ] = "oStencilRef",
[VKD3DSPR_PARAMETER ] = "parameter",
[VKD3DSPR_PATCHCONST ] = "vpc",
@ -401,6 +402,7 @@ static const char * const shader_register_names[] =
[VKD3DSPR_STREAM ] = "m",
[VKD3DSPR_TEMP ] = "r",
[VKD3DSPR_TESSCOORD ] = "vDomainLocation",
[VKD3DSPR_TEXCRDOUT ] = "oT",
[VKD3DSPR_TEXTURE ] = "t",
[VKD3DSPR_THREADGROUPID ] = "vThreadGroupID",
[VKD3DSPR_THREADID ] = "vThreadID",
@ -1010,15 +1012,6 @@ static void shader_print_register(struct vkd3d_d3d_asm_compiler *compiler, const
vkd3d_string_buffer_printf(buffer, "%s", rastout_reg_names[offset]);
break;
case VKD3DSPR_TEXCRDOUT:
/* Vertex shaders >= 3.0 use general purpose output registers
* (VKD3DSPR_OUTPUT), which can include an address token. */
if (vkd3d_shader_ver_ge(&compiler->shader_version, 3, 0))
vkd3d_string_buffer_printf(buffer, "o");
else
vkd3d_string_buffer_printf(buffer, "oT");
break;
case VKD3DSPR_MISCTYPE:
if (offset > 1)
vkd3d_string_buffer_printf(buffer, "%s<unhandled misctype %#x>%s",

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@ -428,6 +428,7 @@ register_types[] =
{VKD3D_SM1_REG_TEXTURE, VKD3DSPR_TEXTURE},
{VKD3D_SM1_REG_RASTOUT, VKD3DSPR_RASTOUT},
{VKD3D_SM1_REG_ATTROUT, VKD3DSPR_ATTROUT},
{VKD3D_SM1_REG_OUTPUT, VKD3DSPR_OUTPUT},
{VKD3D_SM1_REG_TEXCRDOUT, VKD3DSPR_TEXCRDOUT},
{VKD3D_SM1_REG_CONSTINT, VKD3DSPR_CONSTINT},
{VKD3D_SM1_REG_COLOROUT, VKD3DSPR_COLOROUT},
@ -542,6 +543,8 @@ static enum vkd3d_shader_register_type parse_register_type(
if (d3dbc_type == VKD3D_SM1_REG_ADDR)
return sm1->p.program->shader_version.type == VKD3D_SHADER_TYPE_PIXEL ? VKD3DSPR_TEXTURE : VKD3DSPR_ADDR;
if (d3dbc_type == VKD3D_SM1_REG_TEXCRDOUT)
return vkd3d_shader_ver_ge(&sm1->p.program->shader_version, 3, 0) ? VKD3DSPR_OUTPUT : VKD3DSPR_TEXCRDOUT;
for (unsigned int i = 0; i < ARRAY_SIZE(register_types); ++i)
{
@ -783,20 +786,15 @@ static bool add_signature_element_from_register(struct vkd3d_shader_sm1_parser *
return add_signature_element(sm1, false, "TEXCOORD", register_index,
VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask);
case VKD3DSPR_TEXCRDOUT:
return add_signature_element(sm1, true, "TEXCOORD", register_index,
VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask);
case VKD3DSPR_OUTPUT:
if (version->type == VKD3D_SHADER_TYPE_VERTEX)
{
/* For sm < 2 vertex shaders, this is TEXCRDOUT.
*
* For sm3 vertex shaders, this is OUTPUT, but we already
* should have had a DCL instruction. */
if (version->major == 3)
{
add_signature_mask(sm1, true, register_index, mask);
return true;
}
return add_signature_element(sm1, true, "TEXCOORD", register_index,
VKD3D_SHADER_SV_NONE, register_index, is_dcl, mask);
add_signature_mask(sm1, true, register_index, mask);
return true;
}
/* fall through */

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@ -1192,6 +1192,7 @@ static void remove_unread_output_components(const struct shader_signature *signa
switch (dst->reg.type)
{
case VKD3DSPR_OUTPUT:
case VKD3DSPR_TEXCRDOUT:
e = vsir_signature_find_element_for_reg(signature, dst->reg.idx[0].offset, 0);
break;
@ -2177,6 +2178,7 @@ static bool shader_dst_param_io_normalise(struct vkd3d_shader_dst_param *dst_par
signature = normaliser->patch_constant_signature;
break;
case VKD3DSPR_TEXCRDOUT:
case VKD3DSPR_COLOROUT:
reg_idx = reg->idx[0].offset;
signature = normaliser->output_signature;

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@ -603,7 +603,7 @@ enum vkd3d_shader_register_type
VKD3DSPR_RASTOUT,
VKD3DSPR_ATTROUT,
VKD3DSPR_TEXCRDOUT,
VKD3DSPR_OUTPUT = VKD3DSPR_TEXCRDOUT,
VKD3DSPR_OUTPUT,
VKD3DSPR_CONSTINT,
VKD3DSPR_COLOROUT,
VKD3DSPR_DEPTHOUT,