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vkd3d-shader/d3d-asm: Support emitting the shader signature.
This commit is contained in:
parent
01a687a7fc
commit
9aa86901e3
Notes:
Alexandre Julliard
2024-03-07 23:21:49 +01:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/553
@ -148,6 +148,12 @@ enum vkd3d_shader_compile_option_formatting_flags
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VKD3D_SHADER_COMPILE_OPTION_FORMATTING_OFFSETS = 0x00000004,
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VKD3D_SHADER_COMPILE_OPTION_FORMATTING_HEADER = 0x00000008,
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VKD3D_SHADER_COMPILE_OPTION_FORMATTING_RAW_IDS = 0x00000010,
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/**
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* Emit the signatures when disassembling a shader.
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*
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* \since 1.12
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*/
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VKD3D_SHADER_COMPILE_OPTION_FORMATTING_IO_SIGNATURES = 0x00000020,
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPILE_OPTION_FORMATTING_FLAGS),
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};
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@ -1389,6 +1389,12 @@ static void shader_print_write_mask(struct vkd3d_d3d_asm_compiler *compiler,
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unsigned int i = 0;
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char buffer[5];
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if (mask == 0)
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{
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vkd3d_string_buffer_printf(&compiler->buffer, "%s%s", prefix, suffix);
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return;
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}
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if (mask & VKD3DSP_WRITEMASK_0)
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buffer[i++] = 'x';
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if (mask & VKD3DSP_WRITEMASK_1)
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@ -2045,8 +2051,174 @@ static void shader_dump_instruction(struct vkd3d_d3d_asm_compiler *compiler,
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shader_addline(buffer, "\n");
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}
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static const char *get_sysval_semantic_name(enum vkd3d_shader_sysval_semantic semantic)
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{
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switch (semantic)
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{
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case VKD3D_SHADER_SV_NONE: return "NONE";
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case VKD3D_SHADER_SV_POSITION: return "POS";
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case VKD3D_SHADER_SV_CLIP_DISTANCE: return "CLIPDST";
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case VKD3D_SHADER_SV_CULL_DISTANCE: return "CULLDST";
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case VKD3D_SHADER_SV_RENDER_TARGET_ARRAY_INDEX: return "RTINDEX";
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case VKD3D_SHADER_SV_VIEWPORT_ARRAY_INDEX: return "VPINDEX";
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case VKD3D_SHADER_SV_VERTEX_ID: return "VERTID";
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case VKD3D_SHADER_SV_PRIMITIVE_ID: return "PRIMID";
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case VKD3D_SHADER_SV_INSTANCE_ID: return "INSTID";
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case VKD3D_SHADER_SV_IS_FRONT_FACE: return "FFACE";
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case VKD3D_SHADER_SV_SAMPLE_INDEX: return "SAMPLE";
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case VKD3D_SHADER_SV_TESS_FACTOR_QUADEDGE: return "QUADEDGE";
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case VKD3D_SHADER_SV_TESS_FACTOR_QUADINT: return "QUADINT";
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case VKD3D_SHADER_SV_TESS_FACTOR_TRIEDGE: return "TRIEDGE";
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case VKD3D_SHADER_SV_TESS_FACTOR_TRIINT: return "TRIINT";
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case VKD3D_SHADER_SV_TESS_FACTOR_LINEDET: return "LINEDET";
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case VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN: return "LINEDEN";
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case VKD3D_SHADER_SV_TARGET: return "TARGET";
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case VKD3D_SHADER_SV_DEPTH: return "DEPTH";
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case VKD3D_SHADER_SV_COVERAGE: return "COVERAGE";
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case VKD3D_SHADER_SV_DEPTH_GREATER_EQUAL: return "DEPTHGE";
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case VKD3D_SHADER_SV_DEPTH_LESS_EQUAL: return "DEPTHLE";
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case VKD3D_SHADER_SV_STENCIL_REF: return "STENCILREF";
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default: return "??";
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}
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}
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static const char *get_component_type_name(enum vkd3d_shader_component_type type)
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{
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switch (type)
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{
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case VKD3D_SHADER_COMPONENT_VOID: return "void";
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case VKD3D_SHADER_COMPONENT_UINT: return "uint";
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case VKD3D_SHADER_COMPONENT_INT: return "int";
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case VKD3D_SHADER_COMPONENT_FLOAT: return "float";
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case VKD3D_SHADER_COMPONENT_BOOL: return "bool";
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case VKD3D_SHADER_COMPONENT_DOUBLE: return "double";
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case VKD3D_SHADER_COMPONENT_UINT64: return "uint64";
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default: return "??";
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}
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}
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static const char *get_minimum_precision_name(enum vkd3d_shader_minimum_precision prec)
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{
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switch (prec)
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{
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case VKD3D_SHADER_MINIMUM_PRECISION_NONE: return "NONE";
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case VKD3D_SHADER_MINIMUM_PRECISION_FLOAT_16: return "FLOAT_16";
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case VKD3D_SHADER_MINIMUM_PRECISION_FIXED_8_2: return "FIXED_8_2";
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case VKD3D_SHADER_MINIMUM_PRECISION_INT_16: return "INT_16";
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case VKD3D_SHADER_MINIMUM_PRECISION_UINT_16: return "UINT_16";
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default: return "??";
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}
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}
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static const char *get_semantic_register_name(enum vkd3d_shader_sysval_semantic semantic)
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{
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switch (semantic)
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{
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case VKD3D_SHADER_SV_DEPTH: return "oDepth";
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case VKD3D_SHADER_SV_DEPTH_GREATER_EQUAL: return "oDepthGE";
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case VKD3D_SHADER_SV_DEPTH_LESS_EQUAL: return "oDepthLE";
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/* SV_Coverage has name vCoverage when used as an input,
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* but it doens't appear in the signature in that case. */
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case VKD3D_SHADER_SV_COVERAGE: return "oMask";
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case VKD3D_SHADER_SV_STENCIL_REF: return "oStencilRef";
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default: return "??";
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}
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}
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static enum vkd3d_result dump_signature(struct vkd3d_d3d_asm_compiler *compiler,
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const char *name, const char *register_name, const struct shader_signature *signature)
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{
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struct vkd3d_string_buffer *buffer = &compiler->buffer;
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unsigned int i;
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if (signature->element_count == 0)
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return VKD3D_OK;
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vkd3d_string_buffer_printf(buffer, "%s%s%s\n",
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compiler->colours.opcode, name, compiler->colours.reset);
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for (i = 0; i < signature->element_count; ++i)
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{
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struct signature_element *element = &signature->elements[i];
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vkd3d_string_buffer_printf(buffer, "%s.param%s %s", compiler->colours.opcode,
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compiler->colours.reset, element->semantic_name);
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if (element->semantic_index != 0)
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vkd3d_string_buffer_printf(buffer, "%u", element->semantic_index);
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if (element->register_index != -1)
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{
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shader_print_write_mask(compiler, "", element->mask, "");
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vkd3d_string_buffer_printf(buffer, ", %s%s%d%s", compiler->colours.reg,
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register_name, element->register_index, compiler->colours.reset);
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shader_print_write_mask(compiler, "", element->used_mask, "");
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}
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else
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{
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vkd3d_string_buffer_printf(buffer, ", %s%s%s", compiler->colours.reg,
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get_semantic_register_name(element->sysval_semantic), compiler->colours.reset);
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}
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if (!element->component_type && !element->sysval_semantic
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&& !element->min_precision && !element->stream_index)
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goto done;
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vkd3d_string_buffer_printf(buffer, ", %s",
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get_component_type_name(element->component_type));
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if (!element->sysval_semantic && !element->min_precision && !element->stream_index)
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goto done;
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vkd3d_string_buffer_printf(buffer, ", %s",
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get_sysval_semantic_name(element->sysval_semantic));
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if (!element->min_precision && !element->stream_index)
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goto done;
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vkd3d_string_buffer_printf(buffer, ", %s",
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get_minimum_precision_name(element->min_precision));
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if (!element->stream_index)
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goto done;
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vkd3d_string_buffer_printf(buffer, ", m%u",
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element->stream_index);
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done:
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vkd3d_string_buffer_printf(buffer, "\n");
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}
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return VKD3D_OK;
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}
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static enum vkd3d_result dump_signatures(struct vkd3d_d3d_asm_compiler *compiler,
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const struct vkd3d_shader_desc *shader_desc, enum vkd3d_shader_type shader_type)
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{
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enum vkd3d_result ret;
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if ((ret = dump_signature(compiler, ".input",
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shader_type == VKD3D_SHADER_TYPE_DOMAIN ? "vicp" : "v",
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&shader_desc->input_signature)) < 0)
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return ret;
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if ((ret = dump_signature(compiler, ".output", "o",
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&shader_desc->output_signature)) < 0)
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return ret;
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if ((ret = dump_signature(compiler, ".patch_constant",
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shader_type == VKD3D_SHADER_TYPE_DOMAIN ? "vpc" : "o",
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&shader_desc->patch_constant_signature)) < 0)
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return ret;
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vkd3d_string_buffer_printf(&compiler->buffer, "%s.text%s\n",
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compiler->colours.opcode, compiler->colours.reset);
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return VKD3D_OK;
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}
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enum vkd3d_result vkd3d_dxbc_binary_to_text(const struct vsir_program *program,
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const struct vkd3d_shader_compile_info *compile_info,
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const struct vkd3d_shader_desc *shader_desc, const struct vkd3d_shader_compile_info *compile_info,
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struct vkd3d_shader_code *out, enum vsir_asm_flags flags)
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{
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const struct vkd3d_shader_version *shader_version = &program->shader_version;
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@ -2116,6 +2288,15 @@ enum vkd3d_result vkd3d_dxbc_binary_to_text(const struct vsir_program *program,
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shader_get_type_prefix(shader_version->type), shader_version->major,
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shader_version->minor, compiler.colours.reset);
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if (formatting & VKD3D_SHADER_COMPILE_OPTION_FORMATTING_IO_SIGNATURES)
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{
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if ((result = dump_signatures(&compiler, shader_desc, shader_version->type)) < 0)
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{
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vkd3d_string_buffer_cleanup(buffer);
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return result;
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}
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}
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indent = 0;
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for (i = 0; i < program->instructions.count; ++i)
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{
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@ -2167,7 +2348,7 @@ void vkd3d_shader_trace(const struct vsir_program *program)
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const char *p, *q, *end;
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struct vkd3d_shader_code code;
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if (vkd3d_dxbc_binary_to_text(program, NULL, &code, VSIR_ASM_FLAG_DUMP_TYPES) != VKD3D_OK)
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if (vkd3d_dxbc_binary_to_text(program, NULL, NULL, &code, VSIR_ASM_FLAG_DUMP_TYPES) != VKD3D_OK)
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return;
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end = (const char *)code.code + code.size;
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@ -1601,7 +1601,8 @@ static int vkd3d_shader_parser_compile(struct vkd3d_shader_parser *parser,
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switch (compile_info->target_type)
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{
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case VKD3D_SHADER_TARGET_D3D_ASM:
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ret = vkd3d_dxbc_binary_to_text(&parser->program, compile_info, out, VSIR_ASM_FLAG_NONE);
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ret = vkd3d_dxbc_binary_to_text(&parser->program, &parser->shader_desc,
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compile_info, out, VSIR_ASM_FLAG_NONE);
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break;
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case VKD3D_SHADER_TARGET_GLSL:
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@ -1393,7 +1393,7 @@ enum vsir_asm_flags
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};
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enum vkd3d_result vkd3d_dxbc_binary_to_text(const struct vsir_program *program,
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const struct vkd3d_shader_compile_info *compile_info,
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const struct vkd3d_shader_desc *shader_desc, const struct vkd3d_shader_compile_info *compile_info,
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struct vkd3d_shader_code *out, enum vsir_asm_flags flags);
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void vkd3d_string_buffer_cleanup(struct vkd3d_string_buffer *buffer);
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struct vkd3d_string_buffer *vkd3d_string_buffer_get(struct vkd3d_string_buffer_cache *list);
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