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>
This commit is contained in:
Henri Verbeet 2021-03-22 13:20:06 +01:00 committed by Alexandre Julliard
parent 6f12553731
commit 851afc6229
2 changed files with 33 additions and 5 deletions

View File

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

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@ -33809,7 +33809,7 @@ static void test_hull_shader_patch_constant_inputs(void)
transition_resource_state(command_list, so_buffer,
D3D12_RESOURCE_STATE_STREAM_OUT, D3D12_RESOURCE_STATE_COPY_SOURCE);
get_buffer_readback_with_command_list(so_buffer, DXGI_FORMAT_UNKNOWN, &rb, queue, command_list);
todo check_triangles(&rb, &expected_triangle, 1);
check_triangles(&rb, &expected_triangle, 1);
release_resource_readback(&rb);
ID3D12Resource_Release(so_buffer);