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vkd3d-shader/fx: Add initial support for writing uninitialized vertex/pixel shader objects.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
parent
03a80cde2e
commit
7f1fdd447c
Notes:
Alexandre Julliard
2024-03-12 22:56:09 +01:00
Approved-by: Zebediah Figura (@zfigura) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/692
@ -84,6 +84,7 @@ struct fx_write_context
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uint32_t buffer_count;
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uint32_t numeric_variable_count;
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uint32_t object_variable_count;
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uint32_t shader_variable_count;
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int status;
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const struct fx_write_context_ops *ops;
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@ -320,19 +321,14 @@ static uint32_t get_fx_4_numeric_type_description(const struct hlsl_type *type,
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return value;
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}
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static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_context *fx)
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static const char * get_fx_4_type_name(const struct hlsl_type *type)
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{
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struct vkd3d_bytecode_buffer *buffer = &fx->unstructured;
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uint32_t name_offset, offset, size, stride, numeric_desc;
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uint32_t elements_count = 0;
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const char *name;
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static const uint32_t variable_type[] =
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static const char * const object_type_names[] =
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{
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[HLSL_CLASS_SCALAR] = 1,
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[HLSL_CLASS_VECTOR] = 1,
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[HLSL_CLASS_MATRIX] = 1,
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[HLSL_CLASS_OBJECT] = 2,
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[HLSL_CLASS_STRUCT] = 3,
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[HLSL_TYPE_PIXELSHADER] = "PixelShader",
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[HLSL_TYPE_VERTEXSHADER] = "VertexShader",
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[HLSL_TYPE_RENDERTARGETVIEW] = "RenderTargetView",
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[HLSL_TYPE_DEPTHSTENCILVIEW] = "DepthStencilView",
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};
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static const char * const texture_type_names[] =
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{
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@ -357,6 +353,39 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
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[HLSL_SAMPLER_DIM_BUFFER] = "RWBuffer",
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[HLSL_SAMPLER_DIM_STRUCTURED_BUFFER] = "RWStructuredBuffer",
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};
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if (type->base_type == HLSL_TYPE_TEXTURE)
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return texture_type_names[type->sampler_dim];
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if (type->base_type == HLSL_TYPE_UAV)
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return uav_type_names[type->sampler_dim];
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switch (type->base_type)
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{
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case HLSL_TYPE_PIXELSHADER:
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case HLSL_TYPE_VERTEXSHADER:
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case HLSL_TYPE_RENDERTARGETVIEW:
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case HLSL_TYPE_DEPTHSTENCILVIEW:
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return object_type_names[type->base_type];
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default:
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return type->name;
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}
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}
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static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_context *fx)
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{
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struct vkd3d_bytecode_buffer *buffer = &fx->unstructured;
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uint32_t name_offset, offset, size, stride, numeric_desc;
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uint32_t elements_count = 0;
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const char *name;
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static const uint32_t variable_type[] =
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{
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[HLSL_CLASS_SCALAR] = 1,
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[HLSL_CLASS_VECTOR] = 1,
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[HLSL_CLASS_MATRIX] = 1,
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[HLSL_CLASS_OBJECT] = 2,
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[HLSL_CLASS_STRUCT] = 3,
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};
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struct hlsl_ctx *ctx = fx->ctx;
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/* Resolve arrays to element type and number of elements. */
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@ -366,12 +395,7 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
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type = hlsl_get_multiarray_element_type(type);
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}
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if (type->base_type == HLSL_TYPE_TEXTURE)
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name = texture_type_names[type->sampler_dim];
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else if (type->base_type == HLSL_TYPE_UAV)
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name = uav_type_names[type->sampler_dim];
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else
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name = type->name;
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name = get_fx_4_type_name(type);
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name_offset = write_string(name, fx);
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offset = put_u32_unaligned(buffer, name_offset);
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@ -424,6 +448,8 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
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{
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static const uint32_t object_type[] =
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{
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[HLSL_TYPE_PIXELSHADER] = 5,
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[HLSL_TYPE_VERTEXSHADER] = 6,
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[HLSL_TYPE_RENDERTARGETVIEW] = 19,
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[HLSL_TYPE_DEPTHSTENCILVIEW] = 20,
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};
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@ -454,7 +480,9 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
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switch (type->base_type)
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{
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case HLSL_TYPE_DEPTHSTENCILVIEW:
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case HLSL_TYPE_PIXELSHADER:
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case HLSL_TYPE_RENDERTARGETVIEW:
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case HLSL_TYPE_VERTEXSHADER:
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put_u32_unaligned(buffer, object_type[type->base_type]);
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break;
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case HLSL_TYPE_TEXTURE:
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@ -695,9 +723,12 @@ static void write_fx_4_numeric_variable(struct hlsl_ir_var *var, struct fx_write
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static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_context *fx)
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{
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const struct hlsl_type *type = hlsl_get_multiarray_element_type(var->data_type);
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uint32_t elements_count = hlsl_get_multiarray_size(var->data_type);
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struct vkd3d_bytecode_buffer *buffer = &fx->structured;
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uint32_t semantic_offset, bind_point = ~0u;
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uint32_t name_offset, type_offset;
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uint32_t name_offset, type_offset, i;
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struct hlsl_ctx *ctx = fx->ctx;
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if (var->reg_reservation.reg_type)
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bind_point = var->reg_reservation.reg_index;
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@ -712,8 +743,29 @@ static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_
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semantic_offset = put_u32(buffer, semantic_offset); /* Semantic */
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put_u32(buffer, bind_point); /* Explicit bind point */
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/* Initializer */
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switch (type->base_type)
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{
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case HLSL_TYPE_TEXTURE:
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case HLSL_TYPE_UAV:
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case HLSL_TYPE_RENDERTARGETVIEW:
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break;
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case HLSL_TYPE_PIXELSHADER:
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case HLSL_TYPE_VERTEXSHADER:
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/* FIXME: write shader blobs, once parser support works. */
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for (i = 0; i < elements_count; ++i)
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put_u32(buffer, 0);
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++fx->shader_variable_count;
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break;
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default:
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hlsl_fixme(ctx, &ctx->location, "Writing initializer for object type %u is not implemented.\n",
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type->base_type);
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}
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put_u32(buffer, 0); /* Annotations count */
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/* FIXME: write annotations */
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++fx->object_variable_count;
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}
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static void write_fx_4_buffer(struct hlsl_buffer *b, struct fx_write_context *fx)
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@ -809,7 +861,6 @@ static bool is_object_variable(const struct hlsl_ir_var *var)
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static void write_objects(struct fx_write_context *fx)
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{
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struct hlsl_ir_var *var;
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uint32_t count = 0;
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LIST_FOR_EACH_ENTRY(var, &fx->ctx->extern_vars, struct hlsl_ir_var, extern_entry)
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{
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@ -817,10 +868,7 @@ static void write_objects(struct fx_write_context *fx)
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continue;
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write_fx_4_object_variable(var, fx);
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++count;
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}
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fx->object_variable_count += count;
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}
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static int hlsl_fx_4_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out)
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@ -857,7 +905,7 @@ static int hlsl_fx_4_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out)
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put_u32(&buffer, 0); /* Sampler state count. */
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put_u32(&buffer, 0); /* Rendertarget view count. */
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put_u32(&buffer, 0); /* Depth stencil view count. */
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put_u32(&buffer, 0); /* Shader count. */
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put_u32(&buffer, fx.shader_variable_count); /* Shader count. */
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put_u32(&buffer, 0); /* Inline shader count. */
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set_u32(&buffer, size_offset, fx.unstructured.size);
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@ -915,7 +963,7 @@ static int hlsl_fx_5_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out)
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put_u32(&buffer, 0); /* Sampler state count. */
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put_u32(&buffer, 0); /* Rendertarget view count. */
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put_u32(&buffer, 0); /* Depth stencil view count. */
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put_u32(&buffer, 0); /* Shader count. */
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put_u32(&buffer, fx.shader_variable_count); /* Shader count. */
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put_u32(&buffer, 0); /* Inline shader count. */
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put_u32(&buffer, fx.group_count); /* Group count. */
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put_u32(&buffer, 0); /* UAV count. */
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@ -6542,6 +6542,14 @@ type_no_void:
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{
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$$ = hlsl_get_type(ctx->cur_scope, "DepthStencilView", true, true);
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}
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| KW_VERTEXSHADER
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{
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$$ = hlsl_get_type(ctx->cur_scope, "VertexShader", true, true);
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}
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| KW_PIXELSHADER
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{
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$$ = hlsl_get_type(ctx->cur_scope, "PixelShader", true, true);
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}
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type:
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type_no_void
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@ -26,7 +26,7 @@ float4 main() : sv_target
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return 0;
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}
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[effect todo]
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[effect]
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vertexshader vs1;
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verteXshadeR vs2;
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pixelshader ps1;
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@ -27,7 +27,7 @@ float4 main() : sv_target
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return 0;
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}
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[effect todo]
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[effect]
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vertexshader vs1;
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verteXshadeR vs2;
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pixelshader ps1;
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