vkd3d-shader/ir: Normalise signatures and input/output registers to the Shader Model 6 pattern.

In Shader Model 6 each signature element can span a range of register
indices, or 'rows', and system values do not share a register index with
non-system values. Inputs and outputs are referenced by element index
instead of register index. This patch merges multiple signature elements
into a single element under the following conditions:

- The register index in a load or store is specified dynamically by
  including a relative address parameter with a base register index. The
  dcl_index_range instruction is used to identify these.
- A register declaration is split across multiple elements which declare
  different components of the register.
- A patch constant function writes tessellation factors. These are an
  array in SPIR-V, but in SM 5.x each factor is declared as a separate
  register, and these are dynamically indexed by the fork/join instance
  id. Elimination of multiple fork/join phases converts the indices to
  constants, but merging the signature elements into a single arrayed
  element matches the SPIR-V output.

All references to input/output register indices are converted to element
indices. If a relative address is present, the element index is moved up
a slot so it cannot be confused with a constant offset. Existing code
only handles register index relative addressing for tessellation factors.
This patch adds generic support for it.
This commit is contained in:
Conor McCarthy 2023-04-26 15:27:08 +10:00 committed by Alexandre Julliard
parent 110e48e54d
commit 6835e8176f
Notes: Alexandre Julliard 2023-05-24 22:33:51 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/181
5 changed files with 859 additions and 484 deletions

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@ -373,6 +373,8 @@ static int shader_parse_signature(const struct vkd3d_shader_dxbc_section_desc *s
{
uint32_t name_offset, mask;
e[i].sort_index = i;
if (has_stream_index)
read_dword(&ptr, &e[i].stream_index);
else

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -786,6 +786,7 @@ enum vkd3d_shader_input_sysval_semantic
struct signature_element
{
unsigned int sort_index;
const char *semantic_name;
unsigned int semantic_index;
unsigned int stream_index;
@ -959,6 +960,11 @@ static inline bool vkd3d_shader_register_is_output(const struct vkd3d_shader_reg
return reg->type == VKD3DSPR_OUTPUT || reg->type == VKD3DSPR_COLOROUT;
}
static inline bool vkd3d_shader_register_is_patch_constant(const struct vkd3d_shader_register *reg)
{
return reg->type == VKD3DSPR_PATCHCONST;
}
struct vkd3d_shader_location
{
const char *source_name;
@ -1366,5 +1372,8 @@ int dxbc_writer_write(struct dxbc_writer *dxbc, struct vkd3d_shader_code *code);
enum vkd3d_result instruction_array_flatten_hull_shader_phases(struct vkd3d_shader_instruction_array *instructions);
enum vkd3d_result instruction_array_normalise_hull_shader_control_point_io(
struct vkd3d_shader_instruction_array *instructions, const struct shader_signature *input_signature);
enum vkd3d_result instruction_array_normalise_io_registers(struct vkd3d_shader_instruction_array *instructions,
enum vkd3d_shader_type shader_type, struct shader_signature *input_signature,
struct shader_signature *output_signature, struct shader_signature *patch_constant_signature);
#endif /* __VKD3D_SHADER_PRIVATE_H */

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@ -36432,7 +36432,6 @@ static void test_vs_ps_relative_addressing(void)
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
todo
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xff00ff00, 0);
ID3D12Resource_Release(vb);