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:
Nikolay Sivov 2024-02-24 00:39:37 +01:00 committed by Alexandre Julliard
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
4 changed files with 82 additions and 26 deletions

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@ -84,6 +84,7 @@ struct fx_write_context
uint32_t buffer_count; uint32_t buffer_count;
uint32_t numeric_variable_count; uint32_t numeric_variable_count;
uint32_t object_variable_count; uint32_t object_variable_count;
uint32_t shader_variable_count;
int status; int status;
const struct fx_write_context_ops *ops; const struct fx_write_context_ops *ops;
@ -320,19 +321,14 @@ static uint32_t get_fx_4_numeric_type_description(const struct hlsl_type *type,
return value; return value;
} }
static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_context *fx) static const char * get_fx_4_type_name(const struct hlsl_type *type)
{ {
struct vkd3d_bytecode_buffer *buffer = &fx->unstructured; static const char * const object_type_names[] =
uint32_t name_offset, offset, size, stride, numeric_desc;
uint32_t elements_count = 0;
const char *name;
static const uint32_t variable_type[] =
{ {
[HLSL_CLASS_SCALAR] = 1, [HLSL_TYPE_PIXELSHADER] = "PixelShader",
[HLSL_CLASS_VECTOR] = 1, [HLSL_TYPE_VERTEXSHADER] = "VertexShader",
[HLSL_CLASS_MATRIX] = 1, [HLSL_TYPE_RENDERTARGETVIEW] = "RenderTargetView",
[HLSL_CLASS_OBJECT] = 2, [HLSL_TYPE_DEPTHSTENCILVIEW] = "DepthStencilView",
[HLSL_CLASS_STRUCT] = 3,
}; };
static const char * const texture_type_names[] = static const char * const texture_type_names[] =
{ {
@ -357,6 +353,39 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
[HLSL_SAMPLER_DIM_BUFFER] = "RWBuffer", [HLSL_SAMPLER_DIM_BUFFER] = "RWBuffer",
[HLSL_SAMPLER_DIM_STRUCTURED_BUFFER] = "RWStructuredBuffer", [HLSL_SAMPLER_DIM_STRUCTURED_BUFFER] = "RWStructuredBuffer",
}; };
if (type->base_type == HLSL_TYPE_TEXTURE)
return texture_type_names[type->sampler_dim];
if (type->base_type == HLSL_TYPE_UAV)
return uav_type_names[type->sampler_dim];
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
case HLSL_TYPE_VERTEXSHADER:
case HLSL_TYPE_RENDERTARGETVIEW:
case HLSL_TYPE_DEPTHSTENCILVIEW:
return object_type_names[type->base_type];
default:
return type->name;
}
}
static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_context *fx)
{
struct vkd3d_bytecode_buffer *buffer = &fx->unstructured;
uint32_t name_offset, offset, size, stride, numeric_desc;
uint32_t elements_count = 0;
const char *name;
static const uint32_t variable_type[] =
{
[HLSL_CLASS_SCALAR] = 1,
[HLSL_CLASS_VECTOR] = 1,
[HLSL_CLASS_MATRIX] = 1,
[HLSL_CLASS_OBJECT] = 2,
[HLSL_CLASS_STRUCT] = 3,
};
struct hlsl_ctx *ctx = fx->ctx; struct hlsl_ctx *ctx = fx->ctx;
/* Resolve arrays to element type and number of elements. */ /* Resolve arrays to element type and number of elements. */
@ -366,12 +395,7 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
type = hlsl_get_multiarray_element_type(type); type = hlsl_get_multiarray_element_type(type);
} }
if (type->base_type == HLSL_TYPE_TEXTURE) name = get_fx_4_type_name(type);
name = texture_type_names[type->sampler_dim];
else if (type->base_type == HLSL_TYPE_UAV)
name = uav_type_names[type->sampler_dim];
else
name = type->name;
name_offset = write_string(name, fx); name_offset = write_string(name, fx);
offset = put_u32_unaligned(buffer, name_offset); offset = put_u32_unaligned(buffer, name_offset);
@ -424,6 +448,8 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
{ {
static const uint32_t object_type[] = static const uint32_t object_type[] =
{ {
[HLSL_TYPE_PIXELSHADER] = 5,
[HLSL_TYPE_VERTEXSHADER] = 6,
[HLSL_TYPE_RENDERTARGETVIEW] = 19, [HLSL_TYPE_RENDERTARGETVIEW] = 19,
[HLSL_TYPE_DEPTHSTENCILVIEW] = 20, [HLSL_TYPE_DEPTHSTENCILVIEW] = 20,
}; };
@ -454,7 +480,9 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
switch (type->base_type) switch (type->base_type)
{ {
case HLSL_TYPE_DEPTHSTENCILVIEW: case HLSL_TYPE_DEPTHSTENCILVIEW:
case HLSL_TYPE_PIXELSHADER:
case HLSL_TYPE_RENDERTARGETVIEW: case HLSL_TYPE_RENDERTARGETVIEW:
case HLSL_TYPE_VERTEXSHADER:
put_u32_unaligned(buffer, object_type[type->base_type]); put_u32_unaligned(buffer, object_type[type->base_type]);
break; break;
case HLSL_TYPE_TEXTURE: case HLSL_TYPE_TEXTURE:
@ -695,9 +723,12 @@ static void write_fx_4_numeric_variable(struct hlsl_ir_var *var, struct fx_write
static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_context *fx) static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_context *fx)
{ {
const struct hlsl_type *type = hlsl_get_multiarray_element_type(var->data_type);
uint32_t elements_count = hlsl_get_multiarray_size(var->data_type);
struct vkd3d_bytecode_buffer *buffer = &fx->structured; struct vkd3d_bytecode_buffer *buffer = &fx->structured;
uint32_t semantic_offset, bind_point = ~0u; uint32_t semantic_offset, bind_point = ~0u;
uint32_t name_offset, type_offset; uint32_t name_offset, type_offset, i;
struct hlsl_ctx *ctx = fx->ctx;
if (var->reg_reservation.reg_type) if (var->reg_reservation.reg_type)
bind_point = var->reg_reservation.reg_index; bind_point = var->reg_reservation.reg_index;
@ -712,8 +743,29 @@ static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_
semantic_offset = put_u32(buffer, semantic_offset); /* Semantic */ semantic_offset = put_u32(buffer, semantic_offset); /* Semantic */
put_u32(buffer, bind_point); /* Explicit bind point */ put_u32(buffer, bind_point); /* Explicit bind point */
/* Initializer */
switch (type->base_type)
{
case HLSL_TYPE_TEXTURE:
case HLSL_TYPE_UAV:
case HLSL_TYPE_RENDERTARGETVIEW:
break;
case HLSL_TYPE_PIXELSHADER:
case HLSL_TYPE_VERTEXSHADER:
/* FIXME: write shader blobs, once parser support works. */
for (i = 0; i < elements_count; ++i)
put_u32(buffer, 0);
++fx->shader_variable_count;
break;
default:
hlsl_fixme(ctx, &ctx->location, "Writing initializer for object type %u is not implemented.\n",
type->base_type);
}
put_u32(buffer, 0); /* Annotations count */ put_u32(buffer, 0); /* Annotations count */
/* FIXME: write annotations */ /* FIXME: write annotations */
++fx->object_variable_count;
} }
static void write_fx_4_buffer(struct hlsl_buffer *b, struct fx_write_context *fx) static void write_fx_4_buffer(struct hlsl_buffer *b, struct fx_write_context *fx)
@ -809,7 +861,6 @@ static bool is_object_variable(const struct hlsl_ir_var *var)
static void write_objects(struct fx_write_context *fx) static void write_objects(struct fx_write_context *fx)
{ {
struct hlsl_ir_var *var; struct hlsl_ir_var *var;
uint32_t count = 0;
LIST_FOR_EACH_ENTRY(var, &fx->ctx->extern_vars, struct hlsl_ir_var, extern_entry) LIST_FOR_EACH_ENTRY(var, &fx->ctx->extern_vars, struct hlsl_ir_var, extern_entry)
{ {
@ -817,10 +868,7 @@ static void write_objects(struct fx_write_context *fx)
continue; continue;
write_fx_4_object_variable(var, fx); write_fx_4_object_variable(var, fx);
++count;
} }
fx->object_variable_count += count;
} }
static int hlsl_fx_4_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out) static int hlsl_fx_4_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out)
@ -857,7 +905,7 @@ static int hlsl_fx_4_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out)
put_u32(&buffer, 0); /* Sampler state count. */ put_u32(&buffer, 0); /* Sampler state count. */
put_u32(&buffer, 0); /* Rendertarget view count. */ put_u32(&buffer, 0); /* Rendertarget view count. */
put_u32(&buffer, 0); /* Depth stencil view count. */ put_u32(&buffer, 0); /* Depth stencil view count. */
put_u32(&buffer, 0); /* Shader count. */ put_u32(&buffer, fx.shader_variable_count); /* Shader count. */
put_u32(&buffer, 0); /* Inline shader count. */ put_u32(&buffer, 0); /* Inline shader count. */
set_u32(&buffer, size_offset, fx.unstructured.size); set_u32(&buffer, size_offset, fx.unstructured.size);
@ -915,7 +963,7 @@ static int hlsl_fx_5_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out)
put_u32(&buffer, 0); /* Sampler state count. */ put_u32(&buffer, 0); /* Sampler state count. */
put_u32(&buffer, 0); /* Rendertarget view count. */ put_u32(&buffer, 0); /* Rendertarget view count. */
put_u32(&buffer, 0); /* Depth stencil view count. */ put_u32(&buffer, 0); /* Depth stencil view count. */
put_u32(&buffer, 0); /* Shader count. */ put_u32(&buffer, fx.shader_variable_count); /* Shader count. */
put_u32(&buffer, 0); /* Inline shader count. */ put_u32(&buffer, 0); /* Inline shader count. */
put_u32(&buffer, fx.group_count); /* Group count. */ put_u32(&buffer, fx.group_count); /* Group count. */
put_u32(&buffer, 0); /* UAV count. */ put_u32(&buffer, 0); /* UAV count. */

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@ -6542,6 +6542,14 @@ type_no_void:
{ {
$$ = hlsl_get_type(ctx->cur_scope, "DepthStencilView", true, true); $$ = hlsl_get_type(ctx->cur_scope, "DepthStencilView", true, true);
} }
| KW_VERTEXSHADER
{
$$ = hlsl_get_type(ctx->cur_scope, "VertexShader", true, true);
}
| KW_PIXELSHADER
{
$$ = hlsl_get_type(ctx->cur_scope, "PixelShader", true, true);
}
type: type:
type_no_void type_no_void

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@ -26,7 +26,7 @@ float4 main() : sv_target
return 0; return 0;
} }
[effect todo] [effect]
vertexshader vs1; vertexshader vs1;
verteXshadeR vs2; verteXshadeR vs2;
pixelshader ps1; pixelshader ps1;

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@ -27,7 +27,7 @@ float4 main() : sv_target
return 0; return 0;
} }
[effect todo] [effect]
vertexshader vs1; vertexshader vs1;
verteXshadeR vs2; verteXshadeR vs2;
pixelshader ps1; pixelshader ps1;