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vkd3d-shader: Separate the allocated and used mask in struct vkd3d_shader_signature_element.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
committed by
Alexandre Julliard
parent
1165ad3f00
commit
82c42588e7
@ -1074,8 +1074,15 @@ struct vkd3d_shader_signature_element
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enum vkd3d_shader_component_type component_type;
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enum vkd3d_shader_component_type component_type;
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/** Register index. */
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/** Register index. */
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unsigned int register_index;
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unsigned int register_index;
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/** Register mask. */
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/** Mask of the register components allocated to this varying. */
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unsigned int mask;
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unsigned int mask;
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/**
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* Subset of \ref mask which the shader reads from or writes to. Unlike
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* Direct3D shader bytecode, the mask for output and tessellation signatures
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* is not inverted, i.e. bits set in this field denote components which are
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* written to.
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*/
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unsigned int used_mask;
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/** Minimum interpolation precision. */
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/** Minimum interpolation precision. */
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enum vkd3d_shader_minimum_precision min_precision;
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enum vkd3d_shader_minimum_precision min_precision;
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};
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};
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@ -2139,7 +2139,7 @@ static int shader_parse_signature(DWORD tag, const char *data, DWORD data_size,
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for (i = 0; i < count; ++i)
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for (i = 0; i < count; ++i)
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{
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{
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DWORD name_offset;
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DWORD name_offset, mask;
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if (has_stream_index)
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if (has_stream_index)
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read_dword(&ptr, &e[i].stream_index);
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read_dword(&ptr, &e[i].stream_index);
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@ -2157,7 +2157,19 @@ static int shader_parse_signature(DWORD tag, const char *data, DWORD data_size,
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read_dword(&ptr, &e[i].sysval_semantic);
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read_dword(&ptr, &e[i].sysval_semantic);
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read_dword(&ptr, &e[i].component_type);
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read_dword(&ptr, &e[i].component_type);
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read_dword(&ptr, &e[i].register_index);
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read_dword(&ptr, &e[i].register_index);
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read_dword(&ptr, &e[i].mask);
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read_dword(&ptr, &mask);
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e[i].mask = mask & 0xff;
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e[i].used_mask = (mask >> 8) & 0xff;
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switch (tag)
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{
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case TAG_OSGN:
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case TAG_OSG1:
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case TAG_OSG5:
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case TAG_PCSG:
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case TAG_PSG1:
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e[i].used_mask = e[i].mask & ~e[i].used_mask;
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break;
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}
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if (has_min_precision)
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if (has_min_precision)
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read_dword(&ptr, &e[i].min_precision);
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read_dword(&ptr, &e[i].min_precision);
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@ -2167,7 +2179,7 @@ static int shader_parse_signature(DWORD tag, const char *data, DWORD data_size,
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TRACE("Stream: %u, semantic: %s, semantic idx: %u, sysval_semantic %#x, "
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TRACE("Stream: %u, semantic: %s, semantic idx: %u, sysval_semantic %#x, "
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"type %u, register idx: %u, use_mask %#x, input_mask %#x, precision %u.\n",
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"type %u, register idx: %u, use_mask %#x, input_mask %#x, precision %u.\n",
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e[i].stream_index, debugstr_a(e[i].semantic_name), e[i].semantic_index, e[i].sysval_semantic,
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e[i].stream_index, debugstr_a(e[i].semantic_name), e[i].semantic_index, e[i].sysval_semantic,
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e[i].component_type, e[i].register_index, (e[i].mask >> 8) & 0xff, e[i].mask & 0xff, e[i].min_precision);
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e[i].component_type, e[i].register_index, e[i].used_mask, e[i].mask, e[i].min_precision);
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}
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}
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s->elements = e;
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s->elements = e;
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@ -4139,7 +4139,7 @@ static bool needs_private_io_variable(const struct vkd3d_shader_signature *signa
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if (current->register_index != reg_idx)
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if (current->register_index != reg_idx)
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continue;
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continue;
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write_mask |= current->mask & 0xff;
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write_mask |= current->mask;
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++count;
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++count;
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if (current->sysval_semantic)
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if (current->sysval_semantic)
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@ -4216,7 +4216,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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builtin = get_spirv_builtin_for_sysval(compiler, sysval);
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builtin = get_spirv_builtin_for_sysval(compiler, sysval);
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write_mask = signature_element->mask & 0xff;
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write_mask = signature_element->mask;
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component_count = vkd3d_write_mask_component_count(dst->write_mask);
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component_count = vkd3d_write_mask_component_count(dst->write_mask);
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if (builtin)
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if (builtin)
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@ -4228,8 +4228,8 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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else
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else
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{
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{
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component_type = signature_element->component_type;
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component_type = signature_element->component_type;
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input_component_count = vkd3d_write_mask_component_count(signature_element->mask & 0xff);
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input_component_count = vkd3d_write_mask_component_count(signature_element->mask);
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component_idx = vkd3d_write_mask_get_component_idx(signature_element->mask & 0xff);
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component_idx = vkd3d_write_mask_get_component_idx(signature_element->mask);
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}
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}
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if ((use_private_var = builtin && builtin->fixup_pfn))
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if ((use_private_var = builtin && builtin->fixup_pfn))
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@ -4657,10 +4657,10 @@ static void vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *compiler
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builtin = vkd3d_get_spirv_builtin(compiler, dst->reg.type, sysval);
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builtin = vkd3d_get_spirv_builtin(compiler, dst->reg.type, sysval);
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write_mask = signature_element->mask & 0xff;
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write_mask = signature_element->mask;
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component_idx = vkd3d_write_mask_get_component_idx(dst->write_mask);
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component_idx = vkd3d_write_mask_get_component_idx(dst->write_mask);
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output_component_count = vkd3d_write_mask_component_count(signature_element->mask & 0xff);
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output_component_count = vkd3d_write_mask_component_count(signature_element->mask);
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if (builtin)
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if (builtin)
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{
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{
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component_type = builtin->component_type;
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component_type = builtin->component_type;
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@ -4833,9 +4833,9 @@ static void vkd3d_dxbc_compiler_emit_store_shader_output(struct vkd3d_dxbc_compi
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unsigned int i, index, array_idx;
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unsigned int i, index, array_idx;
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uint32_t output_id;
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uint32_t output_id;
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dst_write_mask = output->mask & 0xff;
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dst_write_mask = output->mask;
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write_mask &= dst_write_mask;
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write_mask &= dst_write_mask;
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use_mask = (output->mask >> 8) & 0xff;
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use_mask = output->used_mask;
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if (!write_mask)
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if (!write_mask)
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return;
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return;
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@ -4847,7 +4847,7 @@ static void vkd3d_dxbc_compiler_emit_store_shader_output(struct vkd3d_dxbc_compi
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}
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}
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swizzle = get_shader_output_swizzle(compiler, output->register_index);
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swizzle = get_shader_output_swizzle(compiler, output->register_index);
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uninit_mask = dst_write_mask & use_mask;
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uninit_mask = dst_write_mask & ~use_mask;
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if (uninit_mask)
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if (uninit_mask)
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{
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{
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/* Set values to 0 for not initialized shader output components. */
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/* Set values to 0 for not initialized shader output components. */
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@ -6180,7 +6180,7 @@ static void vkd3d_dxbc_compiler_emit_default_control_point_phase(struct vkd3d_dx
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const struct vkd3d_shader_signature_element *output = &output_signature->elements[i];
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const struct vkd3d_shader_signature_element *output = &output_signature->elements[i];
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const struct vkd3d_shader_signature_element *input = &input_signature->elements[i];
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const struct vkd3d_shader_signature_element *input = &input_signature->elements[i];
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assert((input->mask & 0xff) == (output->mask & 0xff));
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assert(input->mask == output->mask);
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assert(input->component_type == output->component_type);
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assert(input->component_type == output->component_type);
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if ((input_builtin = get_spirv_builtin_for_sysval(compiler, vkd3d_siv_from_sysval(input->sysval_semantic))))
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if ((input_builtin = get_spirv_builtin_for_sysval(compiler, vkd3d_siv_from_sysval(input->sysval_semantic))))
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@ -6191,7 +6191,7 @@ static void vkd3d_dxbc_compiler_emit_default_control_point_phase(struct vkd3d_dx
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else
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else
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{
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{
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component_type = input->component_type;
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component_type = input->component_type;
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component_count = vkd3d_write_mask_component_count(input->mask & 0xff);
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component_count = vkd3d_write_mask_component_count(input->mask);
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}
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}
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if (input_builtin)
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if (input_builtin)
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