vkd3d-shader: Allocate semantic registers.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-04-27 12:14:21 -05:00 committed by Alexandre Julliard
parent 0c3b1d1d89
commit 7da320e522
2 changed files with 114 additions and 0 deletions

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@ -164,5 +164,20 @@ typedef enum _D3DSHADER_PARAM_REGISTER_TYPE
D3DSPR_FORCE_DWORD = 0x7fffffff,
} D3DSHADER_PARAM_REGISTER_TYPE;
typedef enum _D3DSHADER_MISCTYPE_OFFSETS
{
D3DSMO_POSITION = 0x0,
D3DSMO_FACE = 0x1,
} D3DSHADER_MISCTYPE_OFFSETS;
typedef enum _D3DVS_RASTOUT_OFFSETS
{
D3DSRO_POSITION = 0x0,
D3DSRO_FOG = 0x1,
D3DSRO_POINT_SIZE = 0x2,
D3DSRO_FORCE_DWORD = 0x7fffffff,
} D3DVS_RASTOUT_OFFSETS;
#endif /* _d3d9TYPES_H_ */
#endif /* __VKD3D_D3D9TYPES_H */

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@ -948,6 +948,104 @@ static void allocate_temp_registers(struct hlsl_ir_function_decl *entry_func)
allocate_temp_registers_recurse(entry_func->body, &liveness);
}
static bool sm1_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semantic *semantic, bool output,
D3DSHADER_PARAM_REGISTER_TYPE *type, unsigned int *reg)
{
unsigned int i;
static const struct
{
const char *semantic;
bool output;
enum vkd3d_shader_type shader_type;
unsigned int major_version;
D3DSHADER_PARAM_REGISTER_TYPE type;
DWORD offset;
}
register_table[] =
{
{"color", true, VKD3D_SHADER_TYPE_PIXEL, 2, D3DSPR_COLOROUT},
{"depth", true, VKD3D_SHADER_TYPE_PIXEL, 2, D3DSPR_DEPTHOUT},
{"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, 2, D3DSPR_DEPTHOUT},
{"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, 2, D3DSPR_COLOROUT},
{"color", false, VKD3D_SHADER_TYPE_PIXEL, 2, D3DSPR_INPUT},
{"texcoord", false, VKD3D_SHADER_TYPE_PIXEL, 2, D3DSPR_TEXTURE},
{"color", true, VKD3D_SHADER_TYPE_PIXEL, 3, D3DSPR_COLOROUT},
{"depth", true, VKD3D_SHADER_TYPE_PIXEL, 3, D3DSPR_DEPTHOUT},
{"sv_depth", true, VKD3D_SHADER_TYPE_PIXEL, 3, D3DSPR_DEPTHOUT},
{"sv_target", true, VKD3D_SHADER_TYPE_PIXEL, 3, D3DSPR_COLOROUT},
{"sv_position", false, VKD3D_SHADER_TYPE_PIXEL, 3, D3DSPR_MISCTYPE, D3DSMO_POSITION},
{"vface", false, VKD3D_SHADER_TYPE_PIXEL, 3, D3DSPR_MISCTYPE, D3DSMO_FACE},
{"vpos", false, VKD3D_SHADER_TYPE_PIXEL, 3, D3DSPR_MISCTYPE, D3DSMO_POSITION},
{"color", true, VKD3D_SHADER_TYPE_VERTEX, 1, D3DSPR_ATTROUT},
{"fog", true, VKD3D_SHADER_TYPE_VERTEX, 1, D3DSPR_RASTOUT, D3DSRO_FOG},
{"position", true, VKD3D_SHADER_TYPE_VERTEX, 1, D3DSPR_RASTOUT, D3DSRO_POSITION},
{"psize", true, VKD3D_SHADER_TYPE_VERTEX, 1, D3DSPR_RASTOUT, D3DSRO_POINT_SIZE},
{"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, 1, D3DSPR_RASTOUT, D3DSRO_POSITION},
{"texcoord", true, VKD3D_SHADER_TYPE_VERTEX, 1, D3DSPR_TEXCRDOUT},
{"color", true, VKD3D_SHADER_TYPE_VERTEX, 2, D3DSPR_ATTROUT},
{"fog", true, VKD3D_SHADER_TYPE_VERTEX, 2, D3DSPR_RASTOUT, D3DSRO_FOG},
{"position", true, VKD3D_SHADER_TYPE_VERTEX, 2, D3DSPR_RASTOUT, D3DSRO_POSITION},
{"psize", true, VKD3D_SHADER_TYPE_VERTEX, 2, D3DSPR_RASTOUT, D3DSRO_POINT_SIZE},
{"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, 2, D3DSPR_RASTOUT, D3DSRO_POSITION},
{"texcoord", true, VKD3D_SHADER_TYPE_VERTEX, 2, D3DSPR_TEXCRDOUT},
};
for (i = 0; i < ARRAY_SIZE(register_table); ++i)
{
if (!ascii_strcasecmp(semantic->name, register_table[i].semantic)
&& output == register_table[i].output
&& ctx->profile->type == register_table[i].shader_type
&& ctx->profile->major_version == register_table[i].major_version)
{
*type = register_table[i].type;
if (register_table[i].type == D3DSPR_MISCTYPE || register_table[i].type == D3DSPR_RASTOUT)
*reg = register_table[i].offset;
else
*reg = semantic->index;
return true;
}
}
return false;
}
static void allocate_semantic_register(struct hlsl_ctx *ctx, struct hlsl_ir_var *var, unsigned int *counter, bool output)
{
assert(var->semantic.name);
if (ctx->profile->major_version < 4)
{
D3DSHADER_PARAM_REGISTER_TYPE type;
unsigned int reg;
if (!sm1_register_from_semantic(ctx, &var->semantic, output, &type, &reg))
{
var->reg.allocated = true;
var->reg.id = (*counter)++;
var->reg.writemask = (1 << var->data_type->dimx) - 1;
TRACE("Allocated %s to %s.\n", var->name, debug_register(output ? 'o' : 'v', var->reg, var->data_type));
}
}
}
static void allocate_semantic_registers(struct hlsl_ctx *ctx)
{
unsigned int input_counter = 0, output_counter = 0;
struct hlsl_ir_var *var;
LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
{
if (var->is_input_semantic && var->last_read)
allocate_semantic_register(ctx, var, &input_counter, false);
if (var->is_output_semantic && var->first_write)
allocate_semantic_register(ctx, var, &output_counter, true);
}
}
struct bytecode_buffer
{
uint32_t *data;
@ -1381,6 +1479,7 @@ int hlsl_emit_dxbc(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_fun
allocate_temp_registers(entry_func);
if (ctx->profile->major_version < 4)
allocate_const_registers(ctx, entry_func);
allocate_semantic_registers(ctx);
if (ctx->failed)
return VKD3D_ERROR_INVALID_SHADER;