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vkd3d-shader/hlsl: Allocate unused variables with register reservations on SM1.
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Alexandre Julliard
2024-05-13 22:57:39 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Elizabeth Figura (@zfigura) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/851
@ -1713,7 +1713,7 @@ static void write_sm1_uniforms(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffe
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for (r = 0; r <= HLSL_REGSET_LAST; ++r)
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for (r = 0; r <= HLSL_REGSET_LAST; ++r)
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{
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{
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if (var->semantic.name || !var->regs[r].allocated)
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if (var->semantic.name || !var->regs[r].allocated || !var->last_read)
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continue;
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continue;
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++uniform_count;
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++uniform_count;
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@ -1751,7 +1751,7 @@ static void write_sm1_uniforms(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffe
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for (r = 0; r <= HLSL_REGSET_LAST; ++r)
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for (r = 0; r <= HLSL_REGSET_LAST; ++r)
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{
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{
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if (var->semantic.name || !var->regs[r].allocated)
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if (var->semantic.name || !var->regs[r].allocated || !var->last_read)
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continue;
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continue;
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put_u32(buffer, 0); /* name */
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put_u32(buffer, 0); /* name */
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@ -1780,7 +1780,7 @@ static void write_sm1_uniforms(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffe
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{
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{
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size_t var_offset, name_offset;
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size_t var_offset, name_offset;
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if (var->semantic.name || !var->regs[r].allocated)
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if (var->semantic.name || !var->regs[r].allocated || !var->last_read)
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continue;
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continue;
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var_offset = vars_start + (uniform_count * 5 * sizeof(uint32_t));
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var_offset = vars_start + (uniform_count * 5 * sizeof(uint32_t));
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@ -4529,7 +4529,7 @@ static void allocate_const_registers(struct hlsl_ctx *ctx, struct hlsl_ir_functi
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{
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{
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unsigned int reg_size = var->data_type->reg_size[HLSL_REGSET_NUMERIC];
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unsigned int reg_size = var->data_type->reg_size[HLSL_REGSET_NUMERIC];
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if (!var->is_uniform || !var->last_read || reg_size == 0)
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if (!var->is_uniform || reg_size == 0)
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continue;
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continue;
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if (var->reg_reservation.reg_type == 'c')
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if (var->reg_reservation.reg_type == 'c')
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@ -339,7 +339,7 @@ uniform 16 float 4
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uniform 20 float 5
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uniform 20 float 5
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uniform 24 float 6
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uniform 24 float 6
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draw quad
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draw quad
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todo probe all rgba (0, 6, 0, 0)
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probe all rgba (0, 6, 0, 0)
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[pixel shader]
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[pixel shader]
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@ -372,7 +372,7 @@ uniform 16 float 4
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uniform 20 float 5
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uniform 20 float 5
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uniform 24 float 6
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uniform 24 float 6
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draw quad
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draw quad
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todo probe all rgba (6, 1, 0, 0)
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probe all rgba (6, 1, 0, 0)
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[pixel shader todo]
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[pixel shader todo]
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