vkd3d-shader/spirv: Get rid of the "offset_component_count" field of struct vkd3d_spirv_resource_type.

The number of components needed for texel offsets is the number of
components needed to address a single image/layer of an array. I.e.,
"coordinate_component_count - 1" for array textures, and
"coordinate_component_count" for non-array textures.

This change will also fix sampling of cube textures with explicit
gradients. Because texel offsets are unsupported for cube textures,
"offset_component_count" is currently 0 for cube textures. However, the
SAMPLE_GRAD handler also uses "offset_component_count" to determine the
number of components needed for the explicit gradients, and SAMPLE_GRAD
is supposed to work with cube textures.

This commit fixes the compilation of shaders in Star Wars Jedi:
Survivor.
This commit is contained in:
Giovanni Mascellani 2024-11-09 23:03:05 +01:00 committed by Henri Verbeet
parent c34dc81753
commit 7412e66064
Notes: Henri Verbeet 2024-11-12 19:55:18 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1255

View File

@ -2102,28 +2102,26 @@ static const struct vkd3d_spirv_resource_type
SpvDim dim;
uint32_t arrayed;
uint32_t ms;
unsigned int coordinate_component_count;
unsigned int offset_component_count;
SpvCapability capability;
SpvCapability uav_capability;
}
vkd3d_spirv_resource_type_table[] =
{
{VKD3D_SHADER_RESOURCE_BUFFER, SpvDimBuffer, 0, 0, 1, 0,
{VKD3D_SHADER_RESOURCE_BUFFER, SpvDimBuffer, 0, 0, 1,
SpvCapabilitySampledBuffer, SpvCapabilityImageBuffer},
{VKD3D_SHADER_RESOURCE_TEXTURE_1D, SpvDim1D, 0, 0, 1, 1,
{VKD3D_SHADER_RESOURCE_TEXTURE_1D, SpvDim1D, 0, 0, 1,
SpvCapabilitySampled1D, SpvCapabilityImage1D},
{VKD3D_SHADER_RESOURCE_TEXTURE_2DMS, SpvDim2D, 0, 1, 2, 2},
{VKD3D_SHADER_RESOURCE_TEXTURE_2D, SpvDim2D, 0, 0, 2, 2},
{VKD3D_SHADER_RESOURCE_TEXTURE_3D, SpvDim3D, 0, 0, 3, 3},
{VKD3D_SHADER_RESOURCE_TEXTURE_CUBE, SpvDimCube, 0, 0, 3, 0},
{VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY, SpvDim1D, 1, 0, 2, 1,
{VKD3D_SHADER_RESOURCE_TEXTURE_2DMS, SpvDim2D, 0, 1, 2},
{VKD3D_SHADER_RESOURCE_TEXTURE_2D, SpvDim2D, 0, 0, 2},
{VKD3D_SHADER_RESOURCE_TEXTURE_3D, SpvDim3D, 0, 0, 3},
{VKD3D_SHADER_RESOURCE_TEXTURE_CUBE, SpvDimCube, 0, 0, 3},
{VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY, SpvDim1D, 1, 0, 2,
SpvCapabilitySampled1D, SpvCapabilityImage1D},
{VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY, SpvDim2D, 1, 0, 3, 2},
{VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY, SpvDim2D, 1, 1, 3, 2},
{VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, SpvDimCube, 1, 0, 4, 0,
{VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY, SpvDim2D, 1, 0, 3},
{VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY, SpvDim2D, 1, 1, 3},
{VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY, SpvDimCube, 1, 0, 4,
SpvCapabilitySampledCubeArray, SpvCapabilityImageCubeArray},
};
@ -8597,9 +8595,11 @@ static uint32_t spirv_compiler_emit_texel_offset(struct spirv_compiler *compiler
const struct vkd3d_shader_instruction *instruction,
const struct vkd3d_spirv_resource_type *resource_type_info)
{
unsigned int component_count = resource_type_info->coordinate_component_count - resource_type_info->arrayed;
const struct vkd3d_shader_texel_offset *offset = &instruction->texel_offset;
unsigned int component_count = resource_type_info->offset_component_count;
int32_t data[4] = {offset->u, offset->v, offset->w, 0};
VKD3D_ASSERT(resource_type_info->dim != SpvDimCube);
return spirv_compiler_get_constant(compiler,
VKD3D_SHADER_COMPONENT_INT, component_count, (const uint32_t *)data);
}
@ -8684,9 +8684,9 @@ static void spirv_compiler_emit_sample(struct spirv_compiler *compiler,
const struct vkd3d_shader_dst_param *dst = instruction->dst;
const struct vkd3d_shader_src_param *src = instruction->src;
const struct vkd3d_shader_src_param *resource, *sampler;
unsigned int image_operand_count = 0, component_count;
uint32_t sampled_type_id, coordinate_id, val_id;
SpvImageOperandsMask operands_mask = 0;
unsigned int image_operand_count = 0;
struct vkd3d_shader_image image;
uint32_t image_operands[3];
uint32_t coordinate_mask;
@ -8711,7 +8711,8 @@ static void spirv_compiler_emit_sample(struct spirv_compiler *compiler,
case VKD3DSIH_SAMPLE_GRAD:
op = SpvOpImageSampleExplicitLod;
operands_mask |= SpvImageOperandsGradMask;
coordinate_mask = (1u << image.resource_type_info->offset_component_count) - 1;
component_count = image.resource_type_info->coordinate_component_count - image.resource_type_info->arrayed;
coordinate_mask = (1u << component_count) - 1;
image_operands[image_operand_count++] = spirv_compiler_emit_load_src(compiler,
&src[3], coordinate_mask);
image_operands[image_operand_count++] = spirv_compiler_emit_load_src(compiler,
@ -8800,10 +8801,10 @@ static void spirv_compiler_emit_gather4(struct spirv_compiler *compiler,
const struct vkd3d_shader_dst_param *dst = instruction->dst;
const struct vkd3d_shader_src_param *src = instruction->src;
unsigned int image_flags = VKD3D_IMAGE_FLAG_SAMPLED;
unsigned int component_count, component_idx;
SpvImageOperandsMask operands_mask = 0;
unsigned int image_operand_count = 0;
struct vkd3d_shader_image image;
unsigned int component_idx;
uint32_t image_operands[1];
uint32_t coordinate_mask;
bool extended_offset;
@ -8825,10 +8826,12 @@ static void spirv_compiler_emit_gather4(struct spirv_compiler *compiler,
if (offset)
{
component_count = image.resource_type_info->coordinate_component_count - image.resource_type_info->arrayed;
VKD3D_ASSERT(image.resource_type_info->dim != SpvDimCube);
vkd3d_spirv_enable_capability(builder, SpvCapabilityImageGatherExtended);
operands_mask |= SpvImageOperandsOffsetMask;
image_operands[image_operand_count++] = spirv_compiler_emit_load_src(compiler,
offset, (1u << image.resource_type_info->offset_component_count) - 1);
offset, (1u << component_count) - 1);
}
else if (vkd3d_shader_instruction_has_texel_offset(instruction))
{