libs/vkd3d-shader: Use component types from input signatures for shader inputs.

Fixes Vulkan validation layers errors.
This commit is contained in:
Józef Kucia 2017-07-25 14:23:27 +02:00
parent 5a2ebc62f6
commit 6c174beb4b
3 changed files with 45 additions and 30 deletions

View File

@ -1365,6 +1365,7 @@ struct vkd3d_dxbc_compiler
struct vkd3d_control_flow_info *control_flow_info; struct vkd3d_control_flow_info *control_flow_info;
size_t control_flow_info_size; size_t control_flow_info_size;
const struct vkd3d_shader_signature *input_signature;
const struct vkd3d_shader_signature *output_signature; const struct vkd3d_shader_signature *output_signature;
struct struct
{ {
@ -1376,8 +1377,9 @@ struct vkd3d_dxbc_compiler
}; };
struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(const struct vkd3d_shader_version *shader_version, struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(const struct vkd3d_shader_version *shader_version,
const struct vkd3d_shader_signature *output_signature, uint32_t compiler_options) const struct vkd3d_shader_desc *shader_desc, uint32_t compiler_options)
{ {
const struct vkd3d_shader_signature *output_signature = &shader_desc->output_signature;
struct vkd3d_dxbc_compiler *compiler; struct vkd3d_dxbc_compiler *compiler;
if (!(compiler = vkd3d_malloc(sizeof(*compiler)))) if (!(compiler = vkd3d_malloc(sizeof(*compiler))))
@ -1422,7 +1424,8 @@ struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(const struct vkd3d_shader
compiler->shader_type = shader_version->type; compiler->shader_type = shader_version->type;
compiler->output_signature = output_signature; compiler->input_signature = &shader_desc->input_signature;
compiler->output_signature = &shader_desc->output_signature;
return compiler; return compiler;
} }
@ -2035,11 +2038,37 @@ static void vkd3d_dxbc_compiler_decorate_builtin(struct vkd3d_dxbc_compiler *com
vkd3d_spirv_build_op_decorate1(builder, target_id, SpvDecorationBuiltIn, builtin); vkd3d_spirv_build_op_decorate1(builder, target_id, SpvDecorationBuiltIn, builtin);
} }
static const struct vkd3d_shader_signature_element *vkd3d_find_signature_element_for_reg(
const struct vkd3d_shader_signature *signature, unsigned int *signature_element_index,
const struct vkd3d_shader_register *reg, DWORD write_mask)
{
unsigned int signature_idx;
for (signature_idx = 0; signature_idx < signature->element_count; ++signature_idx)
{
if (signature->elements[signature_idx].register_idx == reg->idx[0].offset
&& (signature->elements[signature_idx].mask & 0xff) == write_mask)
{
if (signature_element_index)
*signature_element_index = signature_idx;
return &signature->elements[signature_idx];
}
}
FIXME("Could not find shader signature element (register %u, write mask %#x).\n",
reg->idx[0].offset, write_mask);
if (signature_element_index)
*signature_element_index = ~0u;
return NULL;
}
static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compiler, static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_dst_param *dst, enum vkd3d_shader_input_sysval_semantic sysval) const struct vkd3d_shader_dst_param *dst, enum vkd3d_shader_input_sysval_semantic sysval)
{ {
unsigned int component_idx, component_count, input_component_count; unsigned int component_idx, component_count, input_component_count;
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder; struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
const struct vkd3d_shader_signature_element *signature_element;
const struct vkd3d_shader_register *reg = &dst->reg;
const struct vkd3d_spirv_builtin *builtin; const struct vkd3d_spirv_builtin *builtin;
enum vkd3d_component_type component_type; enum vkd3d_component_type component_type;
uint32_t val_id = 0, input_id, var_id; uint32_t val_id = 0, input_id, var_id;
@ -2050,14 +2079,16 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
bool use_private_var = false; bool use_private_var = false;
DWORD write_mask; DWORD write_mask;
builtin = vkd3d_get_spirv_builtin(dst->reg.type, sysval);
/* vThreadIDInGroupFlattened is declared with no write mask in shader /* vThreadIDInGroupFlattened is declared with no write mask in shader
* bytecode generated by fxc. */ * bytecode generated by fxc. */
write_mask = dst->write_mask; write_mask = dst->write_mask;
if (!write_mask && dst->reg.type == VKD3DSPR_LOCALTHREADINDEX) if (!write_mask && reg->type == VKD3DSPR_LOCALTHREADINDEX)
write_mask = VKD3DSP_WRITEMASK_0; write_mask = VKD3DSP_WRITEMASK_0;
signature_element = vkd3d_find_signature_element_for_reg(compiler->input_signature,
NULL, reg, write_mask);
builtin = vkd3d_get_spirv_builtin(reg->type, sysval);
component_idx = vkd3d_write_mask_get_component_idx(write_mask); component_idx = vkd3d_write_mask_get_component_idx(write_mask);
component_count = vkd3d_write_mask_component_count(write_mask); component_count = vkd3d_write_mask_component_count(write_mask);
if (builtin) if (builtin)
@ -2067,7 +2098,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
} }
else else
{ {
component_type = VKD3D_TYPE_FLOAT; component_type = signature_element ? signature_element->component_type : VKD3D_TYPE_FLOAT;
input_component_count = component_count; input_component_count = component_count;
} }
assert(component_count <= input_component_count); assert(component_count <= input_component_count);
@ -2084,7 +2115,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
} }
else else
{ {
vkd3d_spirv_build_op_decorate1(builder, input_id, SpvDecorationLocation, dst->reg.idx[0].offset); vkd3d_spirv_build_op_decorate1(builder, input_id, SpvDecorationLocation, reg->idx[0].offset);
if (component_idx) if (component_idx)
vkd3d_spirv_build_op_decorate1(builder, input_id, SpvDecorationComponent, component_idx); vkd3d_spirv_build_op_decorate1(builder, input_id, SpvDecorationComponent, component_idx);
} }
@ -2106,7 +2137,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
if (val_id && input_component_count != component_count) if (val_id && input_component_count != component_count)
val_id = vkd3d_dxbc_compiler_emit_swizzle(compiler, val_id, VKD3DSP_NOSWIZZLE, write_mask); val_id = vkd3d_dxbc_compiler_emit_swizzle(compiler, val_id, VKD3DSP_NOSWIZZLE, write_mask);
vkd3d_symbol_make_register(&reg_symbol, &dst->reg); vkd3d_symbol_make_register(&reg_symbol, reg);
if (!use_private_var) if (!use_private_var)
{ {
@ -2124,13 +2155,13 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
reg_symbol.info.storage_class = storage_class; reg_symbol.info.storage_class = storage_class;
vkd3d_dxbc_compiler_put_symbol(compiler, &reg_symbol); vkd3d_dxbc_compiler_put_symbol(compiler, &reg_symbol);
vkd3d_dxbc_compiler_emit_register_debug_name(builder, var_id, &dst->reg); vkd3d_dxbc_compiler_emit_register_debug_name(builder, var_id, reg);
} }
if (use_private_var) if (use_private_var)
{ {
assert(val_id); assert(val_id);
vkd3d_dxbc_compiler_emit_store_reg(compiler, &dst->reg, write_mask, val_id); vkd3d_dxbc_compiler_emit_store_reg(compiler, reg, write_mask, val_id);
} }
return input_id; return input_id;
@ -2143,7 +2174,6 @@ static uint32_t vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *comp
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder; struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
const struct vkd3d_shader_signature_element *signature_element; const struct vkd3d_shader_signature_element *signature_element;
const struct vkd3d_shader_register *reg = &dst->reg; const struct vkd3d_shader_register *reg = &dst->reg;
const struct vkd3d_shader_signature *signature;
const struct vkd3d_spirv_builtin *builtin; const struct vkd3d_spirv_builtin *builtin;
enum vkd3d_component_type component_type; enum vkd3d_component_type component_type;
struct vkd3d_symbol reg_symbol; struct vkd3d_symbol reg_symbol;
@ -2153,23 +2183,8 @@ static uint32_t vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *comp
bool use_private_variable; bool use_private_variable;
uint32_t id, var_id; uint32_t id, var_id;
signature_element = NULL; signature_element = vkd3d_find_signature_element_for_reg(compiler->output_signature,
signature = compiler->output_signature; &signature_idx, reg, dst->write_mask);
for (signature_idx = 0; signature_idx < signature->element_count; ++signature_idx)
{
if (signature->elements[signature_idx].register_idx == reg->idx[0].offset
&& (signature->elements[signature_idx].mask & 0xff) == dst->write_mask)
{
signature_element = &signature->elements[signature_idx];
break;
}
}
if (!signature_element)
{
FIXME("Could not find shader signature element (register %u, write mask %#x).\n",
reg->idx[0].offset, dst->write_mask);
}
builtin = vkd3d_get_spirv_builtin(dst->reg.type, sysval); builtin = vkd3d_get_spirv_builtin(dst->reg.type, sysval);
component_idx = vkd3d_write_mask_get_component_idx(dst->write_mask); component_idx = vkd3d_write_mask_get_component_idx(dst->write_mask);

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@ -50,7 +50,7 @@ HRESULT vkd3d_shader_compile_dxbc(const struct vkd3d_shader_code *dxbc,
shader_sm4_read_header(parser_data, &ptr, &shader_version); shader_sm4_read_header(parser_data, &ptr, &shader_version);
if (!(spirv_compiler = vkd3d_dxbc_compiler_create(&shader_version, if (!(spirv_compiler = vkd3d_dxbc_compiler_create(&shader_version,
&shader_desc.output_signature, compiler_options))) &shader_desc, compiler_options)))
{ {
ERR("Failed to create DXBC compiler.\n"); ERR("Failed to create DXBC compiler.\n");
shader_sm4_free(parser_data); shader_sm4_free(parser_data);

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@ -822,7 +822,7 @@ void free_shader_desc(struct vkd3d_shader_desc *desc) DECLSPEC_HIDDEN;
struct vkd3d_dxbc_compiler; struct vkd3d_dxbc_compiler;
struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(const struct vkd3d_shader_version *shader_version, struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(const struct vkd3d_shader_version *shader_version,
const struct vkd3d_shader_signature *output_signature, uint32_t compiler_options) DECLSPEC_HIDDEN; const struct vkd3d_shader_desc *shader_desc, uint32_t compiler_options) DECLSPEC_HIDDEN;
void vkd3d_dxbc_compiler_handle_instruction(struct vkd3d_dxbc_compiler *compiler, void vkd3d_dxbc_compiler_handle_instruction(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_instruction *instruction) DECLSPEC_HIDDEN; const struct vkd3d_shader_instruction *instruction) DECLSPEC_HIDDEN;
bool vkd3d_dxbc_compiler_generate_spirv(struct vkd3d_dxbc_compiler *compiler, bool vkd3d_dxbc_compiler_generate_spirv(struct vkd3d_dxbc_compiler *compiler,