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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:
committed by
Alexandre Julliard
parent
7fc98ade64
commit
74c8ca0f64
@ -3761,6 +3761,9 @@ static void vkd3d_dxbc_compiler_emit_shader_phase_input(struct vkd3d_dxbc_compil
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case VKD3DSPR_JOININSTID:
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case VKD3DSPR_JOININSTID:
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val_id = phase->instance_id;
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val_id = phase->instance_id;
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break;
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break;
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case VKD3DSPR_OUTCONTROLPOINT:
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/* See vkd3d_dxbc_compiler_leave_shader_phase(). */
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return;
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default:
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default:
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FIXME("Unhandled shader phase input register %#x.\n", reg->type);
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FIXME("Unhandled shader phase input register %#x.\n", reg->type);
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return;
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return;
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@ -5227,8 +5230,8 @@ static void vkd3d_dxbc_compiler_leave_shader_phase(struct vkd3d_dxbc_compiler *c
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{
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{
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const struct vkd3d_shader_signature *signature = compiler->output_signature;
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const struct vkd3d_shader_signature *signature = compiler->output_signature;
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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struct vkd3d_symbol reg_symbol, *symbol;
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struct vkd3d_shader_register reg;
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struct vkd3d_shader_register reg;
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struct vkd3d_symbol reg_symbol;
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struct rb_entry *entry;
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struct rb_entry *entry;
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unsigned int i;
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unsigned int i;
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@ -5244,26 +5247,39 @@ static void vkd3d_dxbc_compiler_leave_shader_phase(struct vkd3d_dxbc_compiler *c
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compiler->temp_count = 0;
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compiler->temp_count = 0;
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/*
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/*
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* Output regsiters have a different purpose in the control point phase and
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* vocp inputs in fork and join shader phases are outputs of the control
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* in fork/join phases. We have to remove all output registers' symbols
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* point phase. Reinsert symbols for vocp registers while leaving the
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* when leaving the control point phase.
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* control point phase.
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*/
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*/
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if (is_control_point_phase(phase))
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if (is_control_point_phase(phase))
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{
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{
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memset(®, 0, sizeof(reg));
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memset(®, 0, sizeof(reg));
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reg.type = VKD3DSPR_OUTPUT;
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reg.idx[1].offset = ~0u;
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reg.idx[1].offset = ~0u;
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for (i = 0; i < signature->element_count; ++i)
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for (i = 0; i < signature->element_count; ++i)
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{
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{
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const struct vkd3d_shader_signature_element *e = &signature->elements[i];
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const struct vkd3d_shader_signature_element *e = &signature->elements[i];
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reg.type = VKD3DSPR_OUTPUT;
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reg.idx[0].offset = e->register_index;
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reg.idx[0].offset = e->register_index;
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vkd3d_symbol_make_register(®_symbol, ®);
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vkd3d_symbol_make_register(®_symbol, ®);
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if ((entry = rb_get(&compiler->symbol_table, ®_symbol)))
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if ((entry = rb_get(&compiler->symbol_table, ®_symbol)))
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{
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{
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rb_remove(&compiler->symbol_table, entry);
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rb_remove(&compiler->symbol_table, entry);
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vkd3d_symbol_free(entry, NULL);
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symbol = RB_ENTRY_VALUE(entry, struct vkd3d_symbol, entry);
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reg.type = VKD3DSPR_OUTCONTROLPOINT;
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reg.idx[1].offset = reg.idx[0].offset;
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reg.idx[0].offset = compiler->output_control_point_count;
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vkd3d_symbol_make_register(symbol, ®);
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symbol->info.reg.is_aggregate = false;
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if (rb_put(&compiler->symbol_table, symbol, entry) == -1)
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{
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ERR("Failed to insert vocp symbol entry (%s).\n", debug_vkd3d_symbol(symbol));
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vkd3d_symbol_free(entry, NULL);
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}
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}
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}
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}
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}
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}
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}
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@ -765,7 +765,7 @@ static inline bool vkd3d_shader_instruction_has_texel_offset(const struct vkd3d_
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static inline bool vkd3d_shader_register_is_input(const struct vkd3d_shader_register *reg)
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static inline bool vkd3d_shader_register_is_input(const struct vkd3d_shader_register *reg)
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{
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{
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return reg->type == VKD3DSPR_INPUT || reg->type == VKD3DSPR_INCONTROLPOINT;
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return reg->type == VKD3DSPR_INPUT || reg->type == VKD3DSPR_INCONTROLPOINT || reg->type == VKD3DSPR_OUTCONTROLPOINT;
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}
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}
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static inline bool vkd3d_shader_register_is_output(const struct vkd3d_shader_register *reg)
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static inline bool vkd3d_shader_register_is_output(const struct vkd3d_shader_register *reg)
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