vkd3d-shader: Lower BEM instructions.

This requires an interface to specify bump mapping constants.
This commit is contained in:
Elizabeth Figura
2025-08-09 13:03:43 -05:00
committed by Henri Verbeet
parent 24d84e2ee2
commit 5363730e17
Notes: Henri Verbeet 2025-10-27 19:10:04 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1793
2 changed files with 96 additions and 0 deletions

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@@ -961,6 +961,35 @@ enum vkd3d_shader_parameter_name
* \since 1.15
*/
VKD3D_SHADER_PARAMETER_NAME_FOG_SOURCE,
/**
* Bump-mapping matrix. This parameter is used in the evaluation of the
* Shader Model 1.x instructions BEM, TEXBEM, and TEXBEML.
*
* This parameter specifies a 2x2 matrix, packed into a vector in the order
* [00, 01, 10, 11], where "01" specifies the component at column 0 and row
* 1. These coordinates correspond to the Direct3D notation.
*
* To use this parameter to implement Direct3D bump mapping, pass the values
* of the texture stage states D3DTSS_BUMPENVMAT00, D3DTSS_BUMPENVMAT01,
* D3DTSS_BUMPENVMAT10, and D3DTSS_BUMPENVMAT11, in that order.
*
* These enum values are contiguous and arithmetic may safely be performed
* on them. That is, VKD3D_SHADER_PARAMETER_NAME_BUMP_MATRIX_[n] is
* VKD3D_SHADER_PARAMETER_NAME_BUMP_MATRIX_0 plus n.
*
* The data type for each parameter must be
* VKD3D_SHADER_PARAMETER_DATA_TYPE_FLOAT32_VEC4.
*
* The default value for each parameter is the zero matrix [0, 0; 0, 0].
*
* \since 1.18
*/
VKD3D_SHADER_PARAMETER_NAME_BUMP_MATRIX_0,
VKD3D_SHADER_PARAMETER_NAME_BUMP_MATRIX_1,
VKD3D_SHADER_PARAMETER_NAME_BUMP_MATRIX_2,
VKD3D_SHADER_PARAMETER_NAME_BUMP_MATRIX_3,
VKD3D_SHADER_PARAMETER_NAME_BUMP_MATRIX_4,
VKD3D_SHADER_PARAMETER_NAME_BUMP_MATRIX_5,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_PARAMETER_NAME),
};

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@@ -2010,6 +2010,69 @@ static enum vkd3d_result vsir_program_lower_texcoord(struct vsir_program *progra
return VKD3D_OK;
}
static struct vkd3d_shader_instruction *generate_bump_coords(struct vsir_program *program,
struct vsir_program_iterator *it, uint32_t idx, const struct vkd3d_shader_src_param *coords,
const struct vkd3d_shader_src_param *perturbation, const struct vkd3d_shader_location *loc)
{
struct vkd3d_shader_instruction *ins;
uint32_t ssa_temp, ssa_coords;
/* We generate the following code:
*
* mad srTMP.xy, PERTURBATION.xx, BUMP_MATRIX#.xy, COORDS.xy
* mad srCOORDS.xy, PERTURBATION.yy, BUMP_MATRIX#.zw, srTMP.xy
*/
ssa_temp = program->ssa_count++;
ssa_coords = program->ssa_count++;
ins = vsir_program_iterator_current(it);
if (!vsir_instruction_init_with_params(program, ins, loc, VSIR_OP_MAD, 1, 3))
return false;
dst_param_init_ssa_float4(&ins->dst[0], ssa_temp);
ins->dst[0].write_mask = VKD3DSP_WRITEMASK_0 | VKD3DSP_WRITEMASK_1;
ins->src[0] = *perturbation;
ins->src[0].swizzle = vsir_combine_swizzles(perturbation->swizzle, VKD3D_SHADER_SWIZZLE(X, X, X, X));
src_param_init_parameter_vec4(&ins->src[1], VKD3D_SHADER_PARAMETER_NAME_BUMP_MATRIX_0 + idx, VSIR_DATA_F32);
ins->src[2] = *coords;
ins = vsir_program_iterator_next(it);
if (!vsir_instruction_init_with_params(program, ins, loc, VSIR_OP_MAD, 1, 3))
return false;
dst_param_init_ssa_float4(&ins->dst[0], ssa_coords);
ins->dst[0].write_mask = VKD3DSP_WRITEMASK_0 | VKD3DSP_WRITEMASK_1;
ins->src[0] = *perturbation;
ins->src[0].swizzle = vsir_combine_swizzles(perturbation->swizzle, VKD3D_SHADER_SWIZZLE(Y, Y, Y, Y));
src_param_init_parameter_vec4(&ins->src[1], VKD3D_SHADER_PARAMETER_NAME_BUMP_MATRIX_0 + idx, VSIR_DATA_F32);
ins->src[1].swizzle = VKD3D_SHADER_SWIZZLE(Z, W, W, W);
src_param_init_ssa_float4(&ins->src[2], ssa_temp);
ins->src[2].swizzle = VKD3D_SHADER_SWIZZLE(X, Y, Y, Y);
return ins;
}
static enum vkd3d_result vsir_program_lower_bem(struct vsir_program *program, struct vsir_program_iterator *it)
{
struct vkd3d_shader_instruction *ins = vsir_program_iterator_current(it);
const struct vkd3d_shader_location location = ins->location;
const struct vkd3d_shader_src_param *src = ins->src;
const struct vkd3d_shader_dst_param *dst = ins->dst;
/* bem DST.xy, SRC0, SRC1
* ->
* mad srTMP.xy, SRC1.xx, BUMP_MATRIX#.xy, SRC0.xy
* mad DST.xy, SRC1.yy, BUMP_MATRIX#.zw, srTMP.xy */
if (!vsir_program_iterator_insert_after(it, 1))
return VKD3D_ERROR_OUT_OF_MEMORY;
if (!(ins = generate_bump_coords(program, it, dst[0].reg.idx[0].offset, &src[0], &src[1], &location)))
return VKD3D_ERROR_OUT_OF_MEMORY;
ins->dst[0] = dst[0];
return VKD3D_OK;
}
static enum vkd3d_result vsir_program_lower_dcl_input(struct vsir_program *program,
struct vkd3d_shader_instruction *ins, struct vsir_transformation_context *ctx)
{
@@ -2094,6 +2157,10 @@ static enum vkd3d_result vsir_program_lower_d3dbc_instructions(struct vsir_progr
switch (ins->opcode)
{
case VSIR_OP_BEM:
ret = vsir_program_lower_bem(program, &it);
break;
case VSIR_OP_IFC:
ret = vsir_program_lower_ifc(program, &it, &tmp_idx, message_context);
break;