vkd3d-shader/hlsl: Write SM4 signatures.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-08-19 18:44:27 -05:00 committed by Alexandre Julliard
parent 486c525dc1
commit 464dae2c46
5 changed files with 300 additions and 16 deletions

View File

@ -166,6 +166,20 @@ static inline int ascii_tolower(int c)
return ascii_isupper(c) ? c - 'A' + 'a' : c;
}
static inline int ascii_strncasecmp(const char *a, const char *b, size_t n)
{
int c_a, c_b;
while (n--)
{
c_a = ascii_tolower(*a++);
c_b = ascii_tolower(*b++);
if (c_a != c_b || !c_a)
return c_a - c_b;
}
return 0;
}
static inline int ascii_strcasecmp(const char *a, const char *b)
{
int c_a, c_b;

View File

@ -88,6 +88,43 @@ typedef enum D3D_CBUFFER_TYPE
D3D_CT_RESOURCE_BIND_INFO,
} D3D_CBUFFER_TYPE;
typedef enum D3D_NAME
{
D3D_NAME_UNDEFINED,
D3D_NAME_POSITION,
D3D_NAME_CLIP_DISTANCE,
D3D_NAME_CULL_DISTANCE,
D3D_NAME_RENDER_TARGET_ARRAY_INDEX,
D3D_NAME_VIEWPORT_ARRAY_INDEX,
D3D_NAME_VERTEX_ID,
D3D_NAME_PRIMITIVE_ID,
D3D_NAME_INSTANCE_ID,
D3D_NAME_IS_FRONT_FACE,
D3D_NAME_SAMPLE_INDEX,
D3D_NAME_FINAL_QUAD_EDGE_TESSFACTOR,
D3D_NAME_FINAL_QUAD_INSIDE_TESSFACTOR,
D3D_NAME_FINAL_TRI_EDGE_TESSFACTOR,
D3D_NAME_FINAL_TRI_INSIDE_TESSFACTOR,
D3D_NAME_FINAL_LINE_DETAIL_TESSFACTOR,
D3D_NAME_FINAL_LINE_DENSITY_TESSFACTOR,
D3D_NAME_BARYCENTRICS = 23,
D3D_NAME_SHADINGRATE,
D3D_NAME_CULLPRIMITIVE,
D3D_NAME_TARGET = 64,
D3D_NAME_DEPTH,
D3D_NAME_COVERAGE,
D3D_NAME_DEPTH_GREATER_EQUAL,
D3D_NAME_DEPTH_LESS_EQUAL,
} D3D_NAME;
typedef enum D3D_REGISTER_COMPONENT_TYPE
{
D3D_REGISTER_COMPONENT_UNKNOWN,
D3D_REGISTER_COMPONENT_UINT32,
D3D_REGISTER_COMPONENT_SINT32,
D3D_REGISTER_COMPONENT_FLOAT32,
} D3D_REGISTER_COMPONENT_TYPE;
typedef enum _D3D_SHADER_INPUT_FLAGS
{
D3D_SIF_USERPACKED = 0x01,

View File

@ -22,7 +22,9 @@
#include "vkd3d_shader_private.h"
#include "rbtree.h"
#include "vkd3d_d3dcommon.h"
#include "vkd3d_d3dx9shader.h"
#include "sm4.h"
/* The general IR structure is inspired by Mesa GLSL hir, even though the code
* ends up being quite different in practice. Anyway, here comes the relevant
@ -683,6 +685,10 @@ bool hlsl_sm1_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_sem
bool hlsl_sm1_usage_from_semantic(const struct hlsl_semantic *semantic, D3DDECLUSAGE *usage, uint32_t *usage_idx);
int hlsl_sm1_write(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func, struct vkd3d_shader_code *out);
bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx,
const struct hlsl_semantic *semantic, bool output, D3D_NAME *usage);
bool hlsl_sm4_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semantic *semantic,
bool output, enum vkd3d_sm4_register_type *type, uint32_t *reg);
int hlsl_sm4_write(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func, struct vkd3d_shader_code *out);
int hlsl_lexer_compile(struct hlsl_ctx *ctx, const struct vkd3d_shader_code *hlsl);

View File

@ -1012,13 +1012,26 @@ static void allocate_temp_registers(struct hlsl_ctx *ctx, struct hlsl_ir_functio
static void allocate_semantic_register(struct hlsl_ctx *ctx, struct hlsl_ir_var *var, unsigned int *counter, bool output)
{
static const char *shader_names[] =
{
[VKD3D_SHADER_TYPE_PIXEL] = "Pixel",
[VKD3D_SHADER_TYPE_VERTEX] = "Vertex",
[VKD3D_SHADER_TYPE_GEOMETRY] = "Geometry",
[VKD3D_SHADER_TYPE_HULL] = "Hull",
[VKD3D_SHADER_TYPE_DOMAIN] = "Domain",
[VKD3D_SHADER_TYPE_COMPUTE] = "Compute",
};
unsigned int type;
uint32_t reg;
bool builtin;
assert(var->semantic.name);
if (ctx->profile->major_version < 4)
{
D3DSHADER_PARAM_REGISTER_TYPE type;
uint32_t reg, usage_idx;
D3DDECLUSAGE usage;
uint32_t usage_idx;
if (!hlsl_sm1_usage_from_semantic(&var->semantic, &usage, &usage_idx))
{
@ -1027,19 +1040,35 @@ static void allocate_semantic_register(struct hlsl_ctx *ctx, struct hlsl_ir_var
return;
}
if (hlsl_sm1_register_from_semantic(ctx, &var->semantic, output, &type, &reg))
if ((!output && !var->last_read) || (output && !var->first_write))
return;
builtin = hlsl_sm1_register_from_semantic(ctx, &var->semantic, output, &type, &reg);
}
else
{
D3D_NAME usage;
if (!hlsl_sm4_usage_from_semantic(ctx, &var->semantic, output, &usage))
{
TRACE("%s %s semantic %s[%u] matches predefined register %#x[%u].\n",
ctx->profile->type == VKD3D_SHADER_TYPE_PIXEL ? "Pixel" : "Vertex", output ? "output" : "input",
var->semantic.name, var->semantic.index, type, reg);
}
else
{
var->reg.allocated = true;
var->reg.id = (*counter)++;
var->reg.writemask = (1 << var->data_type->dimx) - 1;
TRACE("Allocated %s to %s.\n", var->name, debug_register(output ? 'o' : 'v', var->reg, var->data_type));
hlsl_error(ctx, var->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_SEMANTIC,
"Invalid semantic '%s'.", var->semantic.name);
return;
}
builtin = hlsl_sm4_register_from_semantic(ctx, &var->semantic, output, &type, &reg);
}
if (builtin)
{
TRACE("%s %s semantic %s[%u] matches predefined register %#x[%u].\n", shader_names[ctx->profile->type],
output ? "output" : "input", var->semantic.name, var->semantic.index, type, reg);
}
else
{
var->reg.allocated = true;
var->reg.id = (*counter)++;
var->reg.writemask = (1 << var->data_type->dimx) - 1;
TRACE("Allocated %s to %s.\n", var->name, debug_register(output ? 'o' : 'v', var->reg, var->data_type));
}
}
@ -1050,9 +1079,9 @@ static void allocate_semantic_registers(struct hlsl_ctx *ctx)
LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
{
if (var->is_input_semantic && var->last_read)
if (var->is_input_semantic)
allocate_semantic_register(ctx, var, &input_counter, false);
if (var->is_output_semantic && var->first_write)
if (var->is_output_semantic)
allocate_semantic_register(ctx, var, &output_counter, true);
}
}

View File

@ -23,6 +23,201 @@
#include "vkd3d_d3dcommon.h"
#include "sm4.h"
bool hlsl_sm4_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semantic *semantic,
bool output, enum vkd3d_sm4_register_type *type, uint32_t *reg)
{
unsigned int i;
static const struct
{
const char *semantic;
bool output;
enum vkd3d_shader_type shader_type;
enum vkd3d_sm4_register_type type;
bool has_idx;
}
register_table[] =
{
{"sv_primitiveid", false, VKD3D_SHADER_TYPE_GEOMETRY, VKD3D_SM4_RT_PRIMID, false},
/* Put sv_target in this table, instead of letting it fall through to
* default varying allocation, so that the register index matches the
* usage index. */
{"color", true, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SM4_RT_OUTPUT, true},
{"depth", true, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SM4_RT_DEPTHOUT, false},
{"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SM4_RT_DEPTHOUT, false},
{"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, VKD3D_SM4_RT_OUTPUT, true},
};
for (i = 0; i < ARRAY_SIZE(register_table); ++i)
{
if (!ascii_strcasecmp(semantic->name, register_table[i].semantic)
&& output == register_table[i].output
&& ctx->profile->type == register_table[i].shader_type)
{
*type = register_table[i].type;
*reg = register_table[i].has_idx ? semantic->index : ~0u;
return true;
}
}
return false;
}
bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semantic *semantic,
bool output, D3D_NAME *usage)
{
unsigned int i;
static const struct
{
const char *name;
bool output;
enum vkd3d_shader_type shader_type;
D3DDECLUSAGE usage;
}
semantics[] =
{
{"position", false, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_POSITION},
{"sv_position", false, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_POSITION},
{"sv_primitiveid", false, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_PRIMITIVE_ID},
{"position", true, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_POSITION},
{"sv_position", true, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_POSITION},
{"sv_primitiveid", true, VKD3D_SHADER_TYPE_GEOMETRY, D3D_NAME_PRIMITIVE_ID},
{"position", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_POSITION},
{"sv_position", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_POSITION},
{"color", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_TARGET},
{"depth", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_DEPTH},
{"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_TARGET},
{"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_DEPTH},
{"sv_position", false, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_UNDEFINED},
{"position", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_POSITION},
{"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_POSITION},
};
for (i = 0; i < ARRAY_SIZE(semantics); ++i)
{
if (!ascii_strcasecmp(semantic->name, semantics[i].name)
&& output == semantics[i].output
&& ctx->profile->type == semantics[i].shader_type
&& !ascii_strncasecmp(semantic->name, "sv_", 3))
{
*usage = semantics[i].usage;
return true;
}
}
if (!ascii_strncasecmp(semantic->name, "sv_", 3))
return false;
*usage = D3D_NAME_UNDEFINED;
return true;
}
static void write_sm4_signature(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc, bool output)
{
struct vkd3d_bytecode_buffer buffer = {0};
struct vkd3d_string_buffer *string;
const struct hlsl_ir_var *var;
size_t count_position;
unsigned int i;
bool ret;
count_position = put_u32(&buffer, 0);
put_u32(&buffer, 8); /* unknown */
LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
{
unsigned int width = (1u << var->data_type->dimx) - 1, use_mask;
enum vkd3d_sm4_register_type type;
uint32_t usage_idx, reg_idx;
D3D_NAME usage;
if ((output && !var->is_output_semantic) || (!output && !var->is_input_semantic))
continue;
ret = hlsl_sm4_usage_from_semantic(ctx, &var->semantic, output, &usage);
assert(ret);
usage_idx = var->semantic.index;
if (!hlsl_sm4_register_from_semantic(ctx, &var->semantic, output, &type, &reg_idx))
{
assert(var->reg.allocated);
type = VKD3D_SM4_RT_INPUT;
reg_idx = var->reg.id;
}
use_mask = width; /* FIXME: accurately report use mask */
if (output)
use_mask = 0xf ^ use_mask;
/* Special pixel shader semantics (TARGET, DEPTH, COVERAGE). */
if (usage >= 64)
usage = 0;
put_u32(&buffer, 0); /* name */
put_u32(&buffer, usage_idx);
put_u32(&buffer, usage);
switch (var->data_type->base_type)
{
case HLSL_TYPE_FLOAT:
case HLSL_TYPE_HALF:
put_u32(&buffer, D3D_REGISTER_COMPONENT_FLOAT32);
break;
case HLSL_TYPE_INT:
put_u32(&buffer, D3D_REGISTER_COMPONENT_SINT32);
break;
case HLSL_TYPE_BOOL:
case HLSL_TYPE_UINT:
put_u32(&buffer, D3D_REGISTER_COMPONENT_UINT32);
break;
default:
if ((string = hlsl_type_to_string(ctx, var->data_type)))
hlsl_error(ctx, var->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE,
"Invalid data type %s for semantic variable %s.", string->buffer, var->name);
hlsl_release_string_buffer(ctx, string);
put_u32(&buffer, D3D_REGISTER_COMPONENT_UNKNOWN);
}
put_u32(&buffer, reg_idx);
put_u32(&buffer, vkd3d_make_u16(width, use_mask));
}
i = 0;
LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
{
const char *semantic = var->semantic.name;
size_t string_offset;
D3D_NAME usage;
if ((output && !var->is_output_semantic) || (!output && !var->is_input_semantic))
continue;
hlsl_sm4_usage_from_semantic(ctx, &var->semantic, output, &usage);
if (usage == D3D_NAME_TARGET && !ascii_strcasecmp(semantic, "color"))
string_offset = put_string(&buffer, "SV_Target");
else if (usage == D3D_NAME_DEPTH && !ascii_strcasecmp(semantic, "depth"))
string_offset = put_string(&buffer, "SV_Depth");
else if (usage == D3D_NAME_POSITION && !ascii_strcasecmp(semantic, "position"))
string_offset = put_string(&buffer, "SV_Position");
else
string_offset = put_string(&buffer, semantic);
set_u32(&buffer, (2 + i++ * 6) * sizeof(uint32_t), string_offset);
}
set_u32(&buffer, count_position, i);
dxbc_writer_add_section(dxbc, output ? TAG_OSGN : TAG_ISGN, buffer.data, buffer.size);
}
static const struct hlsl_type *get_array_type(const struct hlsl_type *type)
{
if (type->type == HLSL_CLASS_ARRAY)
@ -386,10 +581,13 @@ int hlsl_sm4_write(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_fun
dxbc_writer_init(&dxbc);
write_sm4_signature(ctx, &dxbc, false);
write_sm4_signature(ctx, &dxbc, true);
write_sm4_rdef(ctx, &dxbc);
write_sm4_shdr(ctx, &dxbc);
ret = dxbc_writer_write(&dxbc, out);
if (!(ret = ctx->result))
ret = dxbc_writer_write(&dxbc, out);
for (i = 0; i < dxbc.section_count; ++i)
vkd3d_free((void *)dxbc.sections[i].data);
return ret;