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vkd3d-shader/hlsl: Store SM4 loads in the vsir program.
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parent
874ca85a95
commit
5b4af411f5
Notes:
Henri Verbeet
2024-11-21 19:34:59 +01:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1253
@ -7045,6 +7045,18 @@ static bool sm4_generate_vsir_reg_from_deref(struct hlsl_ctx *ctx, struct vsir_p
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return true;
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}
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static bool sm4_generate_vsir_init_src_param_from_deref(struct hlsl_ctx *ctx, struct vsir_program *program,
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struct vkd3d_shader_src_param *src_param, const struct hlsl_deref *deref,
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unsigned int dst_writemask, const struct vkd3d_shader_location *loc)
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{
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uint32_t writemask;
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if (!sm4_generate_vsir_reg_from_deref(ctx, program, &src_param->reg, &writemask, deref))
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return false;
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src_param->swizzle = generate_vsir_get_src_swizzle(writemask, dst_writemask);
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return true;
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}
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static bool sm4_generate_vsir_init_dst_param_from_deref(struct hlsl_ctx *ctx, struct vsir_program *program,
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struct vkd3d_shader_dst_param *dst_param, const struct hlsl_deref *deref,
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const struct vkd3d_shader_location *loc, unsigned int writemask)
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@ -8752,6 +8764,64 @@ static bool sm4_generate_vsir_instr_store(struct hlsl_ctx *ctx,
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return true;
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}
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/* Does this variable's data come directly from the API user, rather than
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* being temporary or from a previous shader stage? I.e. is it a uniform or
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* VS input? */
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static bool var_is_user_input(const struct vkd3d_shader_version *version, const struct hlsl_ir_var *var)
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{
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if (var->is_uniform)
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return true;
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return var->is_input_semantic && version->type == VKD3D_SHADER_TYPE_VERTEX;
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}
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static bool sm4_generate_vsir_instr_load(struct hlsl_ctx *ctx, struct vsir_program *program, struct hlsl_ir_load *load)
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{
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const struct vkd3d_shader_version *version = &program->shader_version;
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const struct hlsl_type *type = load->node.data_type;
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struct vkd3d_shader_dst_param *dst_param;
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struct hlsl_ir_node *instr = &load->node;
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struct vkd3d_shader_instruction *ins;
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struct hlsl_constant_value value;
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VKD3D_ASSERT(hlsl_is_numeric_type(type));
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if (type->e.numeric.type == HLSL_TYPE_BOOL && var_is_user_input(version, load->src.var))
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{
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/* Uniform bools can be specified as anything, but internal bools
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* always have 0 for false and ~0 for true. Normalise that here. */
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if (!(ins = generate_vsir_add_program_instruction(ctx, program, &instr->loc, VKD3DSIH_MOVC, 1, 3)))
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return false;
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dst_param = &ins->dst[0];
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vsir_dst_from_hlsl_node(dst_param, ctx, instr);
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if (!sm4_generate_vsir_init_src_param_from_deref(ctx, program,
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&ins->src[0], &load->src, dst_param->write_mask, &instr->loc))
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return false;
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memset(&value, 0xff, sizeof(value));
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vsir_src_from_hlsl_constant_value(&ins->src[1], ctx, &value,
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VKD3D_DATA_UINT, type->dimx, dst_param->write_mask);
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memset(&value, 0x00, sizeof(value));
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vsir_src_from_hlsl_constant_value(&ins->src[2], ctx, &value,
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VKD3D_DATA_UINT, type->dimx, dst_param->write_mask);
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}
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else
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{
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if (!(ins = generate_vsir_add_program_instruction(ctx, program, &instr->loc, VKD3DSIH_MOV, 1, 1)))
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return false;
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dst_param = &ins->dst[0];
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vsir_dst_from_hlsl_node(dst_param, ctx, instr);
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if (!sm4_generate_vsir_init_src_param_from_deref(ctx, program,
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&ins->src[0], &load->src, dst_param->write_mask, &instr->loc))
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return false;
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}
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return true;
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}
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static void sm4_generate_vsir_block(struct hlsl_ctx *ctx, struct hlsl_block *block, struct vsir_program *program)
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{
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struct vkd3d_string_buffer *dst_type_string;
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@ -8793,6 +8863,11 @@ static void sm4_generate_vsir_block(struct hlsl_ctx *ctx, struct hlsl_block *blo
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sm4_generate_vsir_block(ctx, &hlsl_ir_if(instr)->else_block, program);
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break;
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case HLSL_IR_LOAD:
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if (sm4_generate_vsir_instr_load(ctx, program, hlsl_ir_load(instr)))
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replace_instr_with_last_vsir_instr(ctx, program, instr);
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break;
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case HLSL_IR_LOOP:
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sm4_generate_vsir_block(ctx, &hlsl_ir_loop(instr)->body, program);
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break;
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@ -5312,57 +5312,6 @@ static void write_sm4_jump(const struct tpf_compiler *tpf, const struct hlsl_ir_
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write_sm4_instruction(tpf, &instr);
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}
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/* Does this variable's data come directly from the API user, rather than being
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* temporary or from a previous shader stage?
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* I.e. is it a uniform or VS input? */
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static bool var_is_user_input(const struct vkd3d_shader_version *version, const struct hlsl_ir_var *var)
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{
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if (var->is_uniform)
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return true;
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return var->is_input_semantic && version->type == VKD3D_SHADER_TYPE_VERTEX;
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}
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static void write_sm4_load(const struct tpf_compiler *tpf, const struct hlsl_ir_load *load)
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{
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const struct vkd3d_shader_version *version = &tpf->program->shader_version;
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const struct hlsl_type *type = load->node.data_type;
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struct sm4_instruction instr;
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memset(&instr, 0, sizeof(instr));
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sm4_dst_from_node(&instr.dsts[0], &load->node);
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instr.dst_count = 1;
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VKD3D_ASSERT(hlsl_is_numeric_type(type));
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if (type->e.numeric.type == HLSL_TYPE_BOOL && var_is_user_input(version, load->src.var))
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{
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struct hlsl_constant_value value;
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/* Uniform bools can be specified as anything, but internal bools always
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* have 0 for false and ~0 for true. Normalize that here. */
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instr.opcode = VKD3D_SM4_OP_MOVC;
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sm4_src_from_deref(tpf, &instr.srcs[0], &load->src, instr.dsts[0].write_mask, &instr);
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memset(&value, 0xff, sizeof(value));
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sm4_src_from_constant_value(&instr.srcs[1], &value, type->dimx, instr.dsts[0].write_mask);
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memset(&value, 0, sizeof(value));
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sm4_src_from_constant_value(&instr.srcs[2], &value, type->dimx, instr.dsts[0].write_mask);
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instr.src_count = 3;
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}
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else
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{
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instr.opcode = VKD3D_SM4_OP_MOV;
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sm4_src_from_deref(tpf, &instr.srcs[0], &load->src, instr.dsts[0].write_mask, &instr);
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instr.src_count = 1;
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}
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write_sm4_instruction(tpf, &instr);
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}
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static void write_sm4_loop(struct tpf_compiler *tpf, const struct hlsl_ir_loop *loop)
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{
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struct sm4_instruction instr =
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@ -5769,10 +5718,6 @@ static void write_sm4_block(struct tpf_compiler *tpf, const struct hlsl_block *b
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write_sm4_jump(tpf, hlsl_ir_jump(instr));
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break;
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case HLSL_IR_LOAD:
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write_sm4_load(tpf, hlsl_ir_load(instr));
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break;
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case HLSL_IR_RESOURCE_LOAD:
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write_sm4_resource_load(tpf, hlsl_ir_resource_load(instr));
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break;
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