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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
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>
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e560db5027
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760bafd620
@ -617,6 +617,7 @@ enum vkd3d_shader_descriptor_info_flag
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{
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VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_COUNTER = 0x00000001,
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VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ = 0x00000002,
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VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE = 0x00000004,
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_DESCRIPTOR_INFO_FLAG),
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};
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@ -640,7 +641,6 @@ struct vkd3d_shader_scan_info
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struct vkd3d_shader_descriptor_info *descriptors;
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unsigned int descriptor_count;
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unsigned int sampler_comparison_mode_mask; /* 16 */
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bool use_vocp;
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};
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@ -5218,12 +5218,12 @@ static void vkd3d_dxbc_compiler_emit_combined_sampler_declarations(struct vkd3d_
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unsigned int structure_stride, bool raw, const struct vkd3d_spirv_resource_type *resource_type_info)
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{
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const struct vkd3d_shader_interface_info *shader_interface = &compiler->shader_interface;
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const struct vkd3d_shader_scan_info *scan_info = compiler->scan_info;
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const SpvStorageClass storage_class = SpvStorageClassUniformConstant;
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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const struct vkd3d_shader_combined_resource_sampler *current;
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uint32_t image_type_id, type_id, ptr_type_id, var_id;
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enum vkd3d_shader_binding_flag resource_type_flag;
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const struct vkd3d_shader_descriptor_info *d;
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struct vkd3d_symbol symbol;
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unsigned int i;
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bool depth;
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@ -5244,8 +5244,10 @@ static void vkd3d_dxbc_compiler_emit_combined_sampler_declarations(struct vkd3d_
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if (!vkd3d_dxbc_compiler_check_shader_visibility(compiler, current->shader_visibility))
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continue;
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d = vkd3d_dxbc_compiler_get_descriptor_info(compiler,
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VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, 0, current->sampler_index);
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depth = current->sampler_index != VKD3D_DUMMY_SAMPLER_INDEX
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&& scan_info->sampler_comparison_mode_mask & (1u << current->sampler_index);
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&& (d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE);
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image_type_id = vkd3d_dxbc_compiler_get_image_type_id(compiler, resource, resource_space,
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resource_index, resource_type_info, sampled_type, structure_stride || raw, depth);
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@ -253,7 +253,8 @@ static void vkd3d_shader_scan_record_uav_counter(struct vkd3d_shader_scan_contex
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static bool vkd3d_shader_scan_add_descriptor(struct vkd3d_shader_scan_context *context,
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enum vkd3d_shader_descriptor_type type, unsigned int register_space, unsigned int register_index,
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enum vkd3d_shader_resource_type resource_type, enum vkd3d_shader_resource_data_type resource_data_type)
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enum vkd3d_shader_resource_type resource_type, enum vkd3d_shader_resource_data_type resource_data_type,
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unsigned int flags)
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{
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struct vkd3d_shader_scan_info *scan_info = context->scan_info;
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struct vkd3d_shader_descriptor_info *d;
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@ -271,7 +272,7 @@ static bool vkd3d_shader_scan_add_descriptor(struct vkd3d_shader_scan_context *c
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d->register_index = register_index;
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d->resource_type = resource_type;
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d->resource_data_type = resource_data_type;
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d->flags = 0;
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d->flags = flags;
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d->count = 1;
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++scan_info->descriptor_count;
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@ -301,7 +302,7 @@ static void vkd3d_shader_scan_constant_buffer_declaration(struct vkd3d_shader_sc
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const struct vkd3d_shader_constant_buffer *cb = &instruction->declaration.cb;
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vkd3d_shader_scan_add_descriptor(context, VKD3D_SHADER_DESCRIPTOR_TYPE_CBV, cb->register_space,
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cb->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT);
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cb->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0);
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}
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static void vkd3d_shader_scan_input_declaration(struct vkd3d_shader_scan_info *scan_info,
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@ -317,17 +318,14 @@ static void vkd3d_shader_scan_sampler_declaration(struct vkd3d_shader_scan_conte
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const struct vkd3d_shader_instruction *instruction)
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{
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const struct vkd3d_shader_sampler *sampler = &instruction->declaration.sampler;
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struct vkd3d_shader_scan_info *scan_info = context->scan_info;
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unsigned int sampler_index = sampler->register_index;
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unsigned int flags;
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if (instruction->flags & VKD3DSI_SAMPLER_COMPARISON_MODE)
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{
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assert(sampler_index < CHAR_BIT * sizeof(scan_info->sampler_comparison_mode_mask));
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scan_info->sampler_comparison_mode_mask |= 1u << sampler_index;
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}
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flags = VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE;
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else
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flags = 0;
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vkd3d_shader_scan_add_descriptor(context, VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, sampler->register_space,
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sampler->register_index, VKD3D_SHADER_RESOURCE_NONE, VKD3D_SHADER_RESOURCE_DATA_UINT);
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sampler->register_index, VKD3D_SHADER_RESOURCE_NONE, VKD3D_SHADER_RESOURCE_DATA_UINT, flags);
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}
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static void vkd3d_shader_scan_resource_declaration(struct vkd3d_shader_scan_context *context,
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@ -364,7 +362,7 @@ static void vkd3d_shader_scan_resource_declaration(struct vkd3d_shader_scan_cont
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break;
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}
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vkd3d_shader_scan_add_descriptor(context, type, semantic->register_space,
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semantic->register_index, semantic->resource_type, resource_data_type);
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semantic->register_index, semantic->resource_type, resource_data_type, 0);
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if (type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
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vkd3d_shader_scan_add_uav_range(context, semantic->reg.reg.idx[0].offset,
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context->scan_info->descriptor_count - 1);
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@ -381,7 +379,7 @@ static void vkd3d_shader_scan_resource_declaration_raw(struct vkd3d_shader_scan_
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else
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type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
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vkd3d_shader_scan_add_descriptor(context, type, resource->register_space,
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resource->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT);
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resource->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0);
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if (type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
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vkd3d_shader_scan_add_uav_range(context, resource->dst.reg.idx[0].offset,
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context->scan_info->descriptor_count - 1);
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@ -398,7 +396,7 @@ static void vkd3d_shader_scan_resource_declaration_structured(struct vkd3d_shade
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else
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type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
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vkd3d_shader_scan_add_descriptor(context, type, resource->register_space,
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resource->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT);
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resource->register_index, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0);
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if (type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
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vkd3d_shader_scan_add_uav_range(context, resource->reg.reg.idx[0].offset,
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context->scan_info->descriptor_count - 1);
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