libs/vkd3d-shader: Get rid of VKD3D_SHADER_FLIP_Y compiler option.

We use negative viewport height to flip Y.
This commit is contained in:
Józef Kucia
2017-06-27 22:21:43 +02:00
parent 0afe0032b0
commit 8f6af1125d
3 changed files with 6 additions and 33 deletions

View File

@@ -970,7 +970,6 @@ struct vkd3d_dxbc_compiler
struct rb_tree symbol_table;
uint32_t temp_id;
unsigned int temp_count;
uint32_t position_id;
enum vkd3d_shader_type shader_type;
@@ -1705,11 +1704,8 @@ static void vkd3d_dxbc_compiler_emit_dcl_output(struct vkd3d_dxbc_compiler *comp
static void vkd3d_dxbc_compiler_emit_dcl_output_siv(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_instruction *instruction)
{
uint32_t id = vkd3d_dxbc_compiler_emit_output(compiler, &instruction->declaration.register_semantic.reg,
vkd3d_dxbc_compiler_emit_output(compiler, &instruction->declaration.register_semantic.reg,
instruction->declaration.register_semantic.sysval_semantic);
if (instruction->declaration.register_semantic.sysval_semantic == VKD3D_SIV_POSITION)
compiler->position_id = id;
}
static void vkd3d_dxbc_compiler_emit_dcl_thread_group(struct vkd3d_dxbc_compiler *compiler,
@@ -2005,24 +2001,10 @@ static void vkd3d_dxbc_compiler_emit_comparison_instruction(struct vkd3d_dxbc_co
vkd3d_dxbc_compiler_emit_store_reg(compiler, &dst->reg, dst->write_mask, result_id);
}
static void vkd3d_dxbc_compiler_emit_shader_epilogue(struct vkd3d_dxbc_compiler *compiler)
static void vkd3d_dxbc_compiler_emit_return(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_instruction *instruction)
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
if ((compiler->options & VKD3D_SHADER_FLIP_Y) && compiler->position_id)
{
uint32_t float_id, ptr_type_id, index, chain_id, val_id;
float_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_FLOAT, 1);
ptr_type_id = vkd3d_dxbc_compiler_get_pointer_type(compiler, float_id, SpvStorageClassOutput);
index = vkd3d_dxbc_compiler_get_constant_uint(compiler, 1);
chain_id = vkd3d_spirv_build_op_in_bounds_access_chain(builder,
ptr_type_id, compiler->position_id, &index, 1);
val_id = vkd3d_spirv_build_op_load(builder, float_id, chain_id, SpvMemoryAccessMaskNone);
val_id = vkd3d_spirv_build_op_f_negate(builder, float_id, val_id);
vkd3d_spirv_build_op_store(builder, chain_id, val_id, SpvMemoryAccessMaskNone);
}
vkd3d_spirv_build_op_return(&compiler->spirv_builder);
}
static void vkd3d_dxbc_compiler_emit_control_flow_instruction(struct vkd3d_dxbc_compiler *compiler,
@@ -2092,13 +2074,6 @@ static void vkd3d_dxbc_compiler_emit_control_flow_instruction(struct vkd3d_dxbc_
}
}
static void vkd3d_dxbc_compiler_emit_return(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_instruction *instruction)
{
vkd3d_dxbc_compiler_emit_shader_epilogue(compiler);
vkd3d_spirv_build_op_return(&compiler->spirv_builder);
}
void vkd3d_dxbc_compiler_handle_instruction(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_instruction *instruction)
{