libs/vkd3d-shader: Implement VKD3D_SHADER_FLIP_Y option.

This commit is contained in:
Józef Kucia 2017-06-21 12:22:20 +02:00
parent 989a80fef7
commit 67a8200933

View File

@ -615,6 +615,13 @@ static void vkd3d_spirv_build_op_return(struct vkd3d_spirv_builder *builder)
vkd3d_spirv_build_op(&builder->function_stream, SpvOpReturn);
}
static uint32_t vkd3d_spirv_build_op_f_negate(struct vkd3d_spirv_builder *builder,
uint32_t result_type, uint32_t operand)
{
return vkd3d_spirv_build_op_tr1(builder, &builder->function_stream,
SpvOpFNegate, result_type, operand);
}
static uint32_t vkd3d_spirv_build_op_and(struct vkd3d_spirv_builder *builder,
uint32_t result_type, uint32_t operand0, uint32_t operand1)
{
@ -878,6 +885,7 @@ struct vkd3d_dxbc_compiler
struct rb_tree symbol_table;
uint32_t temp_id;
unsigned int temp_count;
uint32_t position_id;
};
struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(const struct vkd3d_shader_version *shader_version,
@ -1512,8 +1520,11 @@ static void vkd3d_dxbc_compiler_emit_dcl_output(struct vkd3d_dxbc_compiler *comp
static void vkd3d_dxbc_compiler_emit_dcl_output_siv(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_instruction *instruction)
{
vkd3d_dxbc_compiler_emit_output(compiler, &instruction->declaration.dst,
uint32_t id = vkd3d_dxbc_compiler_emit_output(compiler, &instruction->declaration.dst,
instruction->declaration.register_semantic.sysval_semantic);
if (instruction->declaration.register_semantic.sysval_semantic == VKD3D_SIV_POSITION)
compiler->position_id = id;
}
static void vkd3d_dxbc_compiler_emit_dcl_thread_group(struct vkd3d_dxbc_compiler *compiler,
@ -1735,9 +1746,30 @@ static void vkd3d_dxbc_compiler_emit_bitfield_instruction(struct vkd3d_dxbc_comp
}
}
static void vkd3d_dxbc_compiler_emit_shader_epilogue(struct vkd3d_dxbc_compiler *compiler)
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
if ((compiler->options & VKD3D_SHADER_FLIP_Y) && compiler->position_id)
{
uint32_t float_id, ptr_type_id, index, chain_id, val_id;
float_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_FLOAT, 1);
ptr_type_id = vkd3d_dxbc_compiler_get_pointer_type(compiler, float_id, SpvStorageClassOutput);
index = vkd3d_dxbc_compiler_get_constant_uint(compiler, 1);
chain_id = vkd3d_spirv_build_op_in_bounds_access_chain(builder,
ptr_type_id, compiler->position_id, &index, 1);
val_id = vkd3d_spirv_build_op_load(builder, float_id, chain_id, SpvMemoryAccessMaskNone);
val_id = vkd3d_spirv_build_op_f_negate(builder, float_id, val_id);
vkd3d_spirv_build_op_store(builder, chain_id, val_id, SpvMemoryAccessMaskNone);
}
}
static void vkd3d_dxbc_compiler_emit_return(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_instruction *instruction)
{
vkd3d_dxbc_compiler_emit_shader_epilogue(compiler);
vkd3d_spirv_build_op_return(&compiler->spirv_builder);
}