vkd3d-shader: Store sampler comparison mode information in the descriptor scan info.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2020-06-25 10:48:28 +04:30 committed by Alexandre Julliard
parent e560db5027
commit 760bafd620
3 changed files with 19 additions and 19 deletions

View File

@ -615,8 +615,9 @@ enum vkd3d_shader_resource_data_type
enum vkd3d_shader_descriptor_info_flag
{
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_COUNTER = 0x00000001,
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ = 0x00000002,
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_COUNTER = 0x00000001,
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ = 0x00000002,
VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE = 0x00000004,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_DESCRIPTOR_INFO_FLAG),
};
@ -640,7 +641,6 @@ struct vkd3d_shader_scan_info
struct vkd3d_shader_descriptor_info *descriptors;
unsigned int descriptor_count;
unsigned int sampler_comparison_mode_mask; /* 16 */
bool use_vocp;
};

View File

@ -5218,12 +5218,12 @@ static void vkd3d_dxbc_compiler_emit_combined_sampler_declarations(struct vkd3d_
unsigned int structure_stride, bool raw, const struct vkd3d_spirv_resource_type *resource_type_info)
{
const struct vkd3d_shader_interface_info *shader_interface = &compiler->shader_interface;
const struct vkd3d_shader_scan_info *scan_info = compiler->scan_info;
const SpvStorageClass storage_class = SpvStorageClassUniformConstant;
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
const struct vkd3d_shader_combined_resource_sampler *current;
uint32_t image_type_id, type_id, ptr_type_id, var_id;
enum vkd3d_shader_binding_flag resource_type_flag;
const struct vkd3d_shader_descriptor_info *d;
struct vkd3d_symbol symbol;
unsigned int i;
bool depth;
@ -5244,8 +5244,10 @@ static void vkd3d_dxbc_compiler_emit_combined_sampler_declarations(struct vkd3d_
if (!vkd3d_dxbc_compiler_check_shader_visibility(compiler, current->shader_visibility))
continue;
d = vkd3d_dxbc_compiler_get_descriptor_info(compiler,
VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, 0, current->sampler_index);
depth = current->sampler_index != VKD3D_DUMMY_SAMPLER_INDEX
&& scan_info->sampler_comparison_mode_mask & (1u << current->sampler_index);
&& (d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE);
image_type_id = vkd3d_dxbc_compiler_get_image_type_id(compiler, resource, resource_space,
resource_index, resource_type_info, sampled_type, structure_stride || raw, depth);

View File

@ -253,7 +253,8 @@ static void vkd3d_shader_scan_record_uav_counter(struct vkd3d_shader_scan_contex
static bool vkd3d_shader_scan_add_descriptor(struct vkd3d_shader_scan_context *context,
enum vkd3d_shader_descriptor_type type, unsigned int register_space, unsigned int register_index,
enum vkd3d_shader_resource_type resource_type, enum vkd3d_shader_resource_data_type resource_data_type)
enum vkd3d_shader_resource_type resource_type, enum vkd3d_shader_resource_data_type resource_data_type,
unsigned int flags)
{
struct vkd3d_shader_scan_info *scan_info = context->scan_info;
struct vkd3d_shader_descriptor_info *d;
@ -271,7 +272,7 @@ static bool vkd3d_shader_scan_add_descriptor(struct vkd3d_shader_scan_context *c
d->register_index = register_index;
d->resource_type = resource_type;
d->resource_data_type = resource_data_type;
d->flags = 0;
d->flags = flags;
d->count = 1;
++scan_info->descriptor_count;
@ -301,7 +302,7 @@ static void vkd3d_shader_scan_constant_buffer_declaration(struct vkd3d_shader_sc
const struct vkd3d_shader_constant_buffer *cb = &instruction->declaration.cb;
vkd3d_shader_scan_add_descriptor(context, VKD3D_SHADER_DESCRIPTOR_TYPE_CBV, cb->register_space,
cb->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT);
cb->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0);
}
static void vkd3d_shader_scan_input_declaration(struct vkd3d_shader_scan_info *scan_info,
@ -317,17 +318,14 @@ static void vkd3d_shader_scan_sampler_declaration(struct vkd3d_shader_scan_conte
const struct vkd3d_shader_instruction *instruction)
{
const struct vkd3d_shader_sampler *sampler = &instruction->declaration.sampler;
struct vkd3d_shader_scan_info *scan_info = context->scan_info;
unsigned int sampler_index = sampler->register_index;
unsigned int flags;
if (instruction->flags & VKD3DSI_SAMPLER_COMPARISON_MODE)
{
assert(sampler_index < CHAR_BIT * sizeof(scan_info->sampler_comparison_mode_mask));
scan_info->sampler_comparison_mode_mask |= 1u << sampler_index;
}
flags = VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE;
else
flags = 0;
vkd3d_shader_scan_add_descriptor(context, VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, sampler->register_space,
sampler->register_index, VKD3D_SHADER_RESOURCE_NONE, VKD3D_SHADER_RESOURCE_DATA_UINT);
sampler->register_index, VKD3D_SHADER_RESOURCE_NONE, VKD3D_SHADER_RESOURCE_DATA_UINT, flags);
}
static void vkd3d_shader_scan_resource_declaration(struct vkd3d_shader_scan_context *context,
@ -364,7 +362,7 @@ static void vkd3d_shader_scan_resource_declaration(struct vkd3d_shader_scan_cont
break;
}
vkd3d_shader_scan_add_descriptor(context, type, semantic->register_space,
semantic->register_index, semantic->resource_type, resource_data_type);
semantic->register_index, semantic->resource_type, resource_data_type, 0);
if (type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
vkd3d_shader_scan_add_uav_range(context, semantic->reg.reg.idx[0].offset,
context->scan_info->descriptor_count - 1);
@ -381,7 +379,7 @@ static void vkd3d_shader_scan_resource_declaration_raw(struct vkd3d_shader_scan_
else
type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
vkd3d_shader_scan_add_descriptor(context, type, resource->register_space,
resource->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT);
resource->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0);
if (type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
vkd3d_shader_scan_add_uav_range(context, resource->dst.reg.idx[0].offset,
context->scan_info->descriptor_count - 1);
@ -398,7 +396,7 @@ static void vkd3d_shader_scan_resource_declaration_structured(struct vkd3d_shade
else
type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
vkd3d_shader_scan_add_descriptor(context, type, resource->register_space,
resource->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT);
resource->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0);
if (type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
vkd3d_shader_scan_add_uav_range(context, resource->reg.reg.idx[0].offset,
context->scan_info->descriptor_count - 1);