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vkd3d-shader: Support patch constant inputs in tessellation control shader join phases.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4252,7 +4252,9 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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}
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if (!(use_private_var = builtin && builtin->fixup_pfn)
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&& needs_private_io_variable(shader_signature, reg_idx, builtin, &input_component_count, &write_mask))
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&& needs_private_io_variable(shader_signature, reg_idx, builtin, &input_component_count, &write_mask)
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&& (compiler->shader_type != VKD3D_SHADER_TYPE_HULL
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|| (reg->type != VKD3DSPR_INCONTROLPOINT && reg->type != VKD3DSPR_PATCHCONST)))
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use_private_var = true;
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else
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component_idx = vkd3d_write_mask_get_component_idx(write_mask);
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@ -4266,20 +4268,45 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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symbol = RB_ENTRY_VALUE(entry, struct vkd3d_symbol, entry);
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input_id = symbol->id;
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}
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else if (compiler->shader_type == VKD3D_SHADER_TYPE_HULL && reg->type == VKD3DSPR_INCONTROLPOINT)
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else if (compiler->shader_type == VKD3D_SHADER_TYPE_HULL
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&& (reg->type == VKD3DSPR_INCONTROLPOINT || reg->type == VKD3DSPR_PATCHCONST))
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{
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/* Input/output registers from one phase can be used as inputs in
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* subsequent phases. Specifically:
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*
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* - Control phase inputs are available as "vicp" in fork and join
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* phases.
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* - Control phase outputs are available as "vocp" in fork and join
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* phases.
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* - Fork phase patch constants are available as "vpc" in join
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* phases.
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*
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* We handle "vicp" and "vpc" here by creating aliases to the shader's
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* global inputs and outputs. We handle "vocp" in
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* vkd3d_dxbc_compiler_leave_shader_phase(). */
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tmp_symbol = reg_symbol;
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tmp_symbol.key.reg.type = VKD3DSPR_INPUT;
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if (reg->type == VKD3DSPR_PATCHCONST)
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tmp_symbol.key.reg.type = VKD3DSPR_OUTPUT;
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else
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tmp_symbol.key.reg.type = VKD3DSPR_INPUT;
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if ((entry = rb_get(&compiler->symbol_table, &tmp_symbol)))
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{
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symbol = RB_ENTRY_VALUE(entry, struct vkd3d_symbol, entry);
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tmp_symbol = *symbol;
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tmp_symbol.key.reg.type = VKD3DSPR_INCONTROLPOINT;
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tmp_symbol.key.reg.type = reg->type;
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vkd3d_dxbc_compiler_put_symbol(compiler, &tmp_symbol);
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input_id = symbol->id;
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}
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else
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{
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if (reg->type == VKD3DSPR_PATCHCONST)
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ERR("Patch constant register %u was not declared in a previous phase.\n", reg_idx);
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else
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ERR("Input control point register %u was not declared in a previous phase.\n", reg_idx);
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}
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}
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if (!symbol || ~symbol->info.reg.dcl_mask & write_mask)
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@ -4418,6 +4445,7 @@ static void vkd3d_dxbc_compiler_emit_shader_phase_input(struct vkd3d_dxbc_compil
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{
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case VKD3DSPR_INPUT:
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case VKD3DSPR_INCONTROLPOINT:
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case VKD3DSPR_PATCHCONST:
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vkd3d_dxbc_compiler_emit_input(compiler, dst, VKD3D_SIV_NONE, VKD3DSIM_NONE);
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return;
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case VKD3DSPR_PRIMID:
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@ -33809,7 +33809,7 @@ static void test_hull_shader_patch_constant_inputs(void)
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transition_resource_state(command_list, so_buffer,
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D3D12_RESOURCE_STATE_STREAM_OUT, D3D12_RESOURCE_STATE_COPY_SOURCE);
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get_buffer_readback_with_command_list(so_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list);
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todo check_triangles(&rb, &expected_triangle, 1);
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check_triangles(&rb, &expected_triangle, 1);
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release_resource_readback(&rb);
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ID3D12Resource_Release(so_buffer);
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