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vkd3d-shader/hlsl: Optimize interstage signatures.
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parent
88dd082160
commit
51d05c1844
Notes:
Henri Verbeet
2024-10-22 20:54:15 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1193
@ -5253,7 +5253,7 @@ enum vkd3d_shader_interpolation_mode sm4_get_interpolation_mode(struct hlsl_type
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}
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}
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static void allocate_semantic_register(struct hlsl_ctx *ctx, struct hlsl_ir_var *var,
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static void allocate_semantic_register(struct hlsl_ctx *ctx, struct hlsl_ir_var *var,
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struct register_allocator *allocator, bool output, bool is_patch_constant_func)
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struct register_allocator *allocator, bool output, bool optimize, bool is_patch_constant_func)
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{
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{
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static const char *const shader_names[] =
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static const char *const shader_names[] =
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{
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{
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@ -5312,6 +5312,13 @@ static void allocate_semantic_register(struct hlsl_ctx *ctx, struct hlsl_ir_var
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if ((builtin = sm4_register_from_semantic_name(&version, var->semantic.name, output, &type, &has_idx)))
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if ((builtin = sm4_register_from_semantic_name(&version, var->semantic.name, output, &type, &has_idx)))
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reg = has_idx ? var->semantic.index : 0;
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reg = has_idx ? var->semantic.index : 0;
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if (semantic == VKD3D_SHADER_SV_TESS_FACTOR_TRIINT)
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{
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/* While SV_InsideTessFactor can be declared as 'float' for "tri"
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* domains, it is allocated as if it was 'float[1]'. */
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var->force_align = true;
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}
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}
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}
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if (builtin)
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if (builtin)
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@ -5323,18 +5330,21 @@ static void allocate_semantic_register(struct hlsl_ctx *ctx, struct hlsl_ir_var
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{
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{
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int mode = (ctx->profile->major_version < 4)
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int mode = (ctx->profile->major_version < 4)
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? 0 : sm4_get_interpolation_mode(var->data_type, var->storage_modifiers);
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? 0 : sm4_get_interpolation_mode(var->data_type, var->storage_modifiers);
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unsigned int reg_size = optimize ? var->data_type->dimx : 4;
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var->regs[HLSL_REGSET_NUMERIC] = allocate_register(ctx, allocator, 1,
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var->regs[HLSL_REGSET_NUMERIC] = allocate_register(ctx, allocator, 1,
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UINT_MAX, 4, var->data_type->dimx, mode, var->force_align);
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UINT_MAX, reg_size, var->data_type->dimx, mode, var->force_align);
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TRACE("Allocated %s to %s.\n", var->name, debug_register(output ? 'o' : 'v',
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TRACE("Allocated %s to %s (mode %d).\n", var->name, debug_register(output ? 'o' : 'v',
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var->regs[HLSL_REGSET_NUMERIC], var->data_type));
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var->regs[HLSL_REGSET_NUMERIC], var->data_type), mode);
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}
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}
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}
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}
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static void allocate_semantic_registers(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func)
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static void allocate_semantic_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 input_allocator = {0}, output_allocator = {0};
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struct register_allocator input_allocator = {0}, output_allocator = {0};
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bool is_vertex_shader = ctx->profile->type == VKD3D_SHADER_TYPE_VERTEX;
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bool is_pixel_shader = ctx->profile->type == VKD3D_SHADER_TYPE_PIXEL;
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bool is_patch_constant_func = entry_func == ctx->patch_constant_func;
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bool is_patch_constant_func = entry_func == ctx->patch_constant_func;
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struct hlsl_ir_var *var;
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struct hlsl_ir_var *var;
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@ -5344,9 +5354,9 @@ static void allocate_semantic_registers(struct hlsl_ctx *ctx, struct hlsl_ir_fun
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LIST_FOR_EACH_ENTRY(var, &entry_func->extern_vars, struct hlsl_ir_var, extern_entry)
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LIST_FOR_EACH_ENTRY(var, &entry_func->extern_vars, struct hlsl_ir_var, extern_entry)
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{
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{
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if (var->is_input_semantic)
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if (var->is_input_semantic)
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allocate_semantic_register(ctx, var, &input_allocator, false, is_patch_constant_func);
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allocate_semantic_register(ctx, var, &input_allocator, false, !is_vertex_shader, is_patch_constant_func);
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if (var->is_output_semantic)
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if (var->is_output_semantic)
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allocate_semantic_register(ctx, var, &output_allocator, true, is_patch_constant_func);
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allocate_semantic_register(ctx, var, &output_allocator, true, !is_pixel_shader, is_patch_constant_func);
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}
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}
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vkd3d_free(input_allocator.allocations);
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vkd3d_free(input_allocator.allocations);
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@ -115,15 +115,15 @@ float4 main(data input) : SV_Target
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[test]
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[test]
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draw triangle list 3
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draw triangle list 3
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probe (0, 0) rgba ( 0.0, 0.0, 0.0, 0.0)
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probe (0, 0) rgba ( 0.0, 0.0, 0.0, 0.0)
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todo probe (1, 0) rgba ( 1.0, 12.0, 13.0, 14.0)
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probe (1, 0) rgba ( 1.0, 12.0, 13.0, 14.0)
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todo probe (2, 0) rgba ( 2.0, 15.0, 16.0, 22.0)
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probe (2, 0) rgba ( 2.0, 15.0, 16.0, 22.0)
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todo probe (3, 0) rgba ( 3.0, 4.0, 5.0, 26.0)
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probe (3, 0) rgba ( 3.0, 4.0, 5.0, 26.0)
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todo probe (4, 0) rgba ( 6.0, 17.0, 20.0, 21.0)
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probe (4, 0) rgba ( 6.0, 17.0, 20.0, 21.0)
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todo probe (5, 0) rgba ( 7.0, 18.0, 19.0, 0.0)
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probe (5, 0) rgba ( 7.0, 18.0, 19.0, 0.0)
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todo probe (6, 0) rgba (27.0, 28.0, 0.0, 0.0)
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probe (6, 0) rgba (27.0, 28.0, 0.0, 0.0)
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todo probe (7, 0) rgba ( 8.0, 9.0, 10.0, 11.0)
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probe (7, 0) rgba ( 8.0, 9.0, 10.0, 11.0)
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todo probe (8, 0) rgba (23.0, 24.0, 25.0, 0.0)
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probe (8, 0) rgba (23.0, 24.0, 25.0, 0.0)
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[require]
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[require]
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shader model >= 3.0
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shader model >= 3.0
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