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https://gitlab.winehq.org/wine/vkd3d.git
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libs/vkd3d-shader: Use component types from input signatures for shader inputs.
Fixes Vulkan validation layers errors.
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parent
5a2ebc62f6
commit
6c174beb4b
@ -1365,6 +1365,7 @@ struct vkd3d_dxbc_compiler
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struct vkd3d_control_flow_info *control_flow_info;
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size_t control_flow_info_size;
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const struct vkd3d_shader_signature *input_signature;
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const struct vkd3d_shader_signature *output_signature;
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struct
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{
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@ -1376,8 +1377,9 @@ struct vkd3d_dxbc_compiler
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};
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struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(const struct vkd3d_shader_version *shader_version,
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const struct vkd3d_shader_signature *output_signature, uint32_t compiler_options)
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const struct vkd3d_shader_desc *shader_desc, uint32_t compiler_options)
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{
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const struct vkd3d_shader_signature *output_signature = &shader_desc->output_signature;
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struct vkd3d_dxbc_compiler *compiler;
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if (!(compiler = vkd3d_malloc(sizeof(*compiler))))
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@ -1422,7 +1424,8 @@ struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(const struct vkd3d_shader
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compiler->shader_type = shader_version->type;
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compiler->output_signature = output_signature;
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compiler->input_signature = &shader_desc->input_signature;
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compiler->output_signature = &shader_desc->output_signature;
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return compiler;
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}
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@ -2035,11 +2038,37 @@ static void vkd3d_dxbc_compiler_decorate_builtin(struct vkd3d_dxbc_compiler *com
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vkd3d_spirv_build_op_decorate1(builder, target_id, SpvDecorationBuiltIn, builtin);
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}
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static const struct vkd3d_shader_signature_element *vkd3d_find_signature_element_for_reg(
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const struct vkd3d_shader_signature *signature, unsigned int *signature_element_index,
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const struct vkd3d_shader_register *reg, DWORD write_mask)
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{
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unsigned int signature_idx;
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for (signature_idx = 0; signature_idx < signature->element_count; ++signature_idx)
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{
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if (signature->elements[signature_idx].register_idx == reg->idx[0].offset
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&& (signature->elements[signature_idx].mask & 0xff) == write_mask)
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{
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if (signature_element_index)
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*signature_element_index = signature_idx;
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return &signature->elements[signature_idx];
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}
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}
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FIXME("Could not find shader signature element (register %u, write mask %#x).\n",
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reg->idx[0].offset, write_mask);
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if (signature_element_index)
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*signature_element_index = ~0u;
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return NULL;
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}
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static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compiler,
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const struct vkd3d_shader_dst_param *dst, enum vkd3d_shader_input_sysval_semantic sysval)
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{
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unsigned int component_idx, component_count, input_component_count;
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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const struct vkd3d_shader_signature_element *signature_element;
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const struct vkd3d_shader_register *reg = &dst->reg;
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const struct vkd3d_spirv_builtin *builtin;
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enum vkd3d_component_type component_type;
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uint32_t val_id = 0, input_id, var_id;
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@ -2050,14 +2079,16 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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bool use_private_var = false;
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DWORD write_mask;
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builtin = vkd3d_get_spirv_builtin(dst->reg.type, sysval);
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/* vThreadIDInGroupFlattened is declared with no write mask in shader
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* bytecode generated by fxc. */
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write_mask = dst->write_mask;
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if (!write_mask && dst->reg.type == VKD3DSPR_LOCALTHREADINDEX)
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if (!write_mask && reg->type == VKD3DSPR_LOCALTHREADINDEX)
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write_mask = VKD3DSP_WRITEMASK_0;
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signature_element = vkd3d_find_signature_element_for_reg(compiler->input_signature,
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NULL, reg, write_mask);
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builtin = vkd3d_get_spirv_builtin(reg->type, sysval);
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component_idx = vkd3d_write_mask_get_component_idx(write_mask);
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component_count = vkd3d_write_mask_component_count(write_mask);
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if (builtin)
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@ -2067,7 +2098,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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}
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else
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{
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component_type = VKD3D_TYPE_FLOAT;
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component_type = signature_element ? signature_element->component_type : VKD3D_TYPE_FLOAT;
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input_component_count = component_count;
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}
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assert(component_count <= input_component_count);
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@ -2084,7 +2115,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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}
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else
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{
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vkd3d_spirv_build_op_decorate1(builder, input_id, SpvDecorationLocation, dst->reg.idx[0].offset);
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vkd3d_spirv_build_op_decorate1(builder, input_id, SpvDecorationLocation, reg->idx[0].offset);
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if (component_idx)
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vkd3d_spirv_build_op_decorate1(builder, input_id, SpvDecorationComponent, component_idx);
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}
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@ -2106,7 +2137,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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if (val_id && input_component_count != component_count)
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val_id = vkd3d_dxbc_compiler_emit_swizzle(compiler, val_id, VKD3DSP_NOSWIZZLE, write_mask);
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vkd3d_symbol_make_register(®_symbol, &dst->reg);
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vkd3d_symbol_make_register(®_symbol, reg);
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if (!use_private_var)
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{
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@ -2124,13 +2155,13 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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reg_symbol.info.storage_class = storage_class;
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vkd3d_dxbc_compiler_put_symbol(compiler, ®_symbol);
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vkd3d_dxbc_compiler_emit_register_debug_name(builder, var_id, &dst->reg);
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vkd3d_dxbc_compiler_emit_register_debug_name(builder, var_id, reg);
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}
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if (use_private_var)
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{
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assert(val_id);
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vkd3d_dxbc_compiler_emit_store_reg(compiler, &dst->reg, write_mask, val_id);
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vkd3d_dxbc_compiler_emit_store_reg(compiler, reg, write_mask, val_id);
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}
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return input_id;
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@ -2143,7 +2174,6 @@ static uint32_t vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *comp
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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const struct vkd3d_shader_signature_element *signature_element;
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const struct vkd3d_shader_register *reg = &dst->reg;
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const struct vkd3d_shader_signature *signature;
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const struct vkd3d_spirv_builtin *builtin;
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enum vkd3d_component_type component_type;
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struct vkd3d_symbol reg_symbol;
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@ -2153,23 +2183,8 @@ static uint32_t vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *comp
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bool use_private_variable;
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uint32_t id, var_id;
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signature_element = NULL;
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signature = compiler->output_signature;
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for (signature_idx = 0; signature_idx < signature->element_count; ++signature_idx)
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{
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if (signature->elements[signature_idx].register_idx == reg->idx[0].offset
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&& (signature->elements[signature_idx].mask & 0xff) == dst->write_mask)
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{
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signature_element = &signature->elements[signature_idx];
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break;
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}
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}
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if (!signature_element)
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{
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FIXME("Could not find shader signature element (register %u, write mask %#x).\n",
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reg->idx[0].offset, dst->write_mask);
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}
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signature_element = vkd3d_find_signature_element_for_reg(compiler->output_signature,
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&signature_idx, reg, dst->write_mask);
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builtin = vkd3d_get_spirv_builtin(dst->reg.type, sysval);
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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,
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shader_sm4_read_header(parser_data, &ptr, &shader_version);
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if (!(spirv_compiler = vkd3d_dxbc_compiler_create(&shader_version,
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&shader_desc.output_signature, compiler_options)))
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&shader_desc, compiler_options)))
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{
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ERR("Failed to create DXBC compiler.\n");
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shader_sm4_free(parser_data);
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@ -822,7 +822,7 @@ void free_shader_desc(struct vkd3d_shader_desc *desc) DECLSPEC_HIDDEN;
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struct vkd3d_dxbc_compiler;
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struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(const struct vkd3d_shader_version *shader_version,
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const struct vkd3d_shader_signature *output_signature, uint32_t compiler_options) DECLSPEC_HIDDEN;
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const struct vkd3d_shader_desc *shader_desc, uint32_t compiler_options) DECLSPEC_HIDDEN;
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void vkd3d_dxbc_compiler_handle_instruction(struct vkd3d_dxbc_compiler *compiler,
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const struct vkd3d_shader_instruction *instruction) DECLSPEC_HIDDEN;
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bool vkd3d_dxbc_compiler_generate_spirv(struct vkd3d_dxbc_compiler *compiler,
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