vkd3d-shader: Add basic support for vocp registers.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia
2019-03-05 18:17:02 +01:00
committed by Alexandre Julliard
parent 7fc98ade64
commit 74c8ca0f64
2 changed files with 23 additions and 7 deletions

View File

@ -3761,6 +3761,9 @@ static void vkd3d_dxbc_compiler_emit_shader_phase_input(struct vkd3d_dxbc_compil
case VKD3DSPR_JOININSTID: case VKD3DSPR_JOININSTID:
val_id = phase->instance_id; val_id = phase->instance_id;
break; break;
case VKD3DSPR_OUTCONTROLPOINT:
/* See vkd3d_dxbc_compiler_leave_shader_phase(). */
return;
default: default:
FIXME("Unhandled shader phase input register %#x.\n", reg->type); FIXME("Unhandled shader phase input register %#x.\n", reg->type);
return; return;
@ -5227,8 +5230,8 @@ static void vkd3d_dxbc_compiler_leave_shader_phase(struct vkd3d_dxbc_compiler *c
{ {
const struct vkd3d_shader_signature *signature = compiler->output_signature; const struct vkd3d_shader_signature *signature = compiler->output_signature;
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder; struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
struct vkd3d_symbol reg_symbol, *symbol;
struct vkd3d_shader_register reg; struct vkd3d_shader_register reg;
struct vkd3d_symbol reg_symbol;
struct rb_entry *entry; struct rb_entry *entry;
unsigned int i; unsigned int i;
@ -5244,29 +5247,42 @@ static void vkd3d_dxbc_compiler_leave_shader_phase(struct vkd3d_dxbc_compiler *c
compiler->temp_count = 0; compiler->temp_count = 0;
/* /*
* Output regsiters have a different purpose in the control point phase and * vocp inputs in fork and join shader phases are outputs of the control
* in fork/join phases. We have to remove all output registers' symbols * point phase. Reinsert symbols for vocp registers while leaving the
* when leaving the control point phase. * control point phase.
*/ */
if (is_control_point_phase(phase)) if (is_control_point_phase(phase))
{ {
memset(&reg, 0, sizeof(reg)); memset(&reg, 0, sizeof(reg));
reg.type = VKD3DSPR_OUTPUT;
reg.idx[1].offset = ~0u; reg.idx[1].offset = ~0u;
for (i = 0; i < signature->element_count; ++i) for (i = 0; i < signature->element_count; ++i)
{ {
const struct vkd3d_shader_signature_element *e = &signature->elements[i]; const struct vkd3d_shader_signature_element *e = &signature->elements[i];
reg.type = VKD3DSPR_OUTPUT;
reg.idx[0].offset = e->register_index; reg.idx[0].offset = e->register_index;
vkd3d_symbol_make_register(&reg_symbol, &reg); vkd3d_symbol_make_register(&reg_symbol, &reg);
if ((entry = rb_get(&compiler->symbol_table, &reg_symbol))) if ((entry = rb_get(&compiler->symbol_table, &reg_symbol)))
{ {
rb_remove(&compiler->symbol_table, entry); rb_remove(&compiler->symbol_table, entry);
symbol = RB_ENTRY_VALUE(entry, struct vkd3d_symbol, entry);
reg.type = VKD3DSPR_OUTCONTROLPOINT;
reg.idx[1].offset = reg.idx[0].offset;
reg.idx[0].offset = compiler->output_control_point_count;
vkd3d_symbol_make_register(symbol, &reg);
symbol->info.reg.is_aggregate = false;
if (rb_put(&compiler->symbol_table, symbol, entry) == -1)
{
ERR("Failed to insert vocp symbol entry (%s).\n", debug_vkd3d_symbol(symbol));
vkd3d_symbol_free(entry, NULL); vkd3d_symbol_free(entry, NULL);
} }
} }
} }
}
if (phase->instance_count) if (phase->instance_count)
{ {

View File

@ -765,7 +765,7 @@ static inline bool vkd3d_shader_instruction_has_texel_offset(const struct vkd3d_
static inline bool vkd3d_shader_register_is_input(const struct vkd3d_shader_register *reg) static inline bool vkd3d_shader_register_is_input(const struct vkd3d_shader_register *reg)
{ {
return reg->type == VKD3DSPR_INPUT || reg->type == VKD3DSPR_INCONTROLPOINT; return reg->type == VKD3DSPR_INPUT || reg->type == VKD3DSPR_INCONTROLPOINT || reg->type == VKD3DSPR_OUTCONTROLPOINT;
} }
static inline bool vkd3d_shader_register_is_output(const struct vkd3d_shader_register *reg) static inline bool vkd3d_shader_register_is_output(const struct vkd3d_shader_register *reg)