vkd3d-shader/glsl: Implement support for VKD3DSPR_OUTPUT registers.

This commit is contained in:
Henri Verbeet 2023-12-16 16:11:35 +01:00
parent c462c62108
commit a1487380bb
Notes: Henri Verbeet 2024-09-17 18:15:55 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1078

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@ -44,8 +44,10 @@ struct vkd3d_glsl_generator
struct shader_limits
{
unsigned int input_count;
unsigned int output_count;
} limits;
bool interstage_input;
bool interstage_output;
};
static void VKD3D_PRINTF_FUNC(3, 4) vkd3d_glsl_compiler_error(
@ -113,6 +115,24 @@ static void shader_glsl_print_register_name(struct vkd3d_string_buffer *buffer,
vkd3d_string_buffer_printf(buffer, "%s_in[%u]", gen->prefix, reg->idx[0].offset);
break;
case VKD3DSPR_OUTPUT:
if (reg->idx_count != 1)
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled output register index count %u.", reg->idx_count);
vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
break;
}
if (reg->idx[0].rel_addr)
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled output register indirect addressing.");
vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
break;
}
vkd3d_string_buffer_printf(buffer, "%s_out[%u]", gen->prefix, reg->idx[0].offset);
break;
default:
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled register type %#x.", reg->type);
@ -244,6 +264,36 @@ static void shader_glsl_mov(struct vkd3d_glsl_generator *gen, const struct vkd3d
glsl_dst_cleanup(&dst, &gen->string_buffers);
}
static void shader_glsl_print_sysval_name(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen,
enum vkd3d_shader_sysval_semantic sysval, unsigned int idx)
{
switch (sysval)
{
case VKD3D_SHADER_SV_POSITION:
if (gen->program->shader_version.type == VKD3D_SHADER_TYPE_PIXEL
|| gen->program->shader_version.type == VKD3D_SHADER_TYPE_COMPUTE)
{
vkd3d_string_buffer_printf(buffer, "<unhandled sysval %#x>", sysval);
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled system value %#x.", sysval);
}
else
{
vkd3d_string_buffer_printf(buffer, "gl_Position");
if (idx)
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled SV_POSITION index %u.", idx);
}
break;
default:
vkd3d_string_buffer_printf(buffer, "<unhandled sysval %#x>", sysval);
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled system value %#x.", sysval);
break;
}
}
static void shader_glsl_shader_prologue(struct vkd3d_glsl_generator *gen)
{
const struct shader_signature *signature = &gen->program->input_signature;
@ -279,25 +329,65 @@ static void shader_glsl_shader_prologue(struct vkd3d_glsl_generator *gen)
}
else
{
vkd3d_string_buffer_printf(buffer, " = <unhandled sysval %#x>", e->sysval_semantic);
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled system value %#x input.", e->sysval_semantic);
vkd3d_string_buffer_printf(buffer, " = ");
shader_glsl_print_sysval_name(buffer, gen, e->sysval_semantic, e->semantic_index);
}
shader_glsl_print_write_mask(buffer, e->mask);
vkd3d_string_buffer_printf(buffer, ";\n");
}
}
static void shader_glsl_shader_epilogue(struct vkd3d_glsl_generator *gen)
{
const struct shader_signature *signature = &gen->program->output_signature;
struct vkd3d_string_buffer *buffer = gen->buffer;
const struct signature_element *e;
unsigned int i;
for (i = 0; i < signature->element_count; ++i)
{
e = &signature->elements[i];
if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED)
continue;
shader_glsl_print_indent(buffer, gen->indent);
if (e->sysval_semantic == VKD3D_SHADER_SV_NONE)
{
if (gen->interstage_output)
{
vkd3d_string_buffer_printf(buffer, "shader_out.reg_%u", e->target_location);
if (e->target_location >= gen->limits.output_count)
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Output element %u specifies target location %u, "
"but only %u outputs are supported.",
i, e->target_location, gen->limits.output_count);
}
else
{
vkd3d_string_buffer_printf(buffer, "<unhandled output %u>", e->target_location);
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled output.");
}
}
else
{
shader_glsl_print_sysval_name(buffer, gen, e->sysval_semantic, e->semantic_index);
}
shader_glsl_print_write_mask(buffer, e->mask);
vkd3d_string_buffer_printf(buffer, " = %s_out[%u]", gen->prefix, e->register_index);
shader_glsl_print_write_mask(buffer, e->mask);
vkd3d_string_buffer_printf(buffer, ";\n");
}
}
static void shader_glsl_ret(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
{
const struct vkd3d_shader_version *version = &gen->program->shader_version;
/*
* TODO: Implement in_subroutine
* TODO: shader_glsl_generate_shader_epilogue(generator);
*/
if (version->major >= 4)
{
shader_glsl_shader_epilogue(gen);
shader_glsl_print_indent(gen->buffer, gen->indent);
vkd3d_string_buffer_printf(gen->buffer, "return;\n");
}
@ -327,6 +417,19 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
}
}
static void shader_glsl_generate_interface_block(struct vkd3d_string_buffer *buffer,
const char *type, unsigned int count)
{
unsigned int i;
vkd3d_string_buffer_printf(buffer, "%s shader_in_out\n{\n", type);
for (i = 0; i < count; ++i)
{
vkd3d_string_buffer_printf(buffer, " vec4 reg_%u;\n", i);
}
vkd3d_string_buffer_printf(buffer, "} shader_%s;\n", type);
}
static void shader_glsl_generate_input_declarations(struct vkd3d_glsl_generator *gen)
{
const struct shader_signature *signature = &gen->program->input_signature;
@ -377,12 +480,62 @@ static void shader_glsl_generate_input_declarations(struct vkd3d_glsl_generator
}
else if (gen->limits.input_count)
{
vkd3d_string_buffer_printf(buffer, "in shader_in_out\n{\n");
for (i = 0; i < gen->limits.input_count; ++i)
shader_glsl_generate_interface_block(buffer, "in", gen->limits.input_count);
}
vkd3d_string_buffer_printf(buffer, "\n");
}
static void shader_glsl_generate_output_declarations(struct vkd3d_glsl_generator *gen)
{
const struct shader_signature *signature = &gen->program->output_signature;
struct vkd3d_string_buffer *buffer = gen->buffer;
const struct signature_element *e;
unsigned int i;
if (!gen->interstage_output)
{
for (i = 0; i < signature->element_count; ++i)
{
vkd3d_string_buffer_printf(buffer, " vec4 reg_%u;\n", i);
e = &signature->elements[i];
if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED)
continue;
if (e->sysval_semantic != VKD3D_SHADER_SV_TARGET)
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled system value %#x.", e->sysval_semantic);
continue;
}
if (e->component_type != VKD3D_SHADER_COMPONENT_FLOAT)
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled component type %#x.", e->component_type);
continue;
}
if (e->min_precision != VKD3D_SHADER_MINIMUM_PRECISION_NONE)
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled minimum precision %#x.", e->min_precision);
continue;
}
if (e->interpolation_mode != VKD3DSIM_NONE)
{
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled interpolation mode %#x.", e->interpolation_mode);
continue;
}
vkd3d_string_buffer_printf(buffer,
"layout(location = %u) out vec4 shader_out_%u;\n", e->target_location, i);
}
vkd3d_string_buffer_printf(buffer, "} shader_in;\n");
}
else if (gen->limits.output_count)
{
shader_glsl_generate_interface_block(buffer, "out", gen->limits.output_count);
}
vkd3d_string_buffer_printf(buffer, "\n");
}
@ -393,9 +546,12 @@ static void shader_glsl_generate_declarations(struct vkd3d_glsl_generator *gen)
struct vkd3d_string_buffer *buffer = gen->buffer;
shader_glsl_generate_input_declarations(gen);
shader_glsl_generate_output_declarations(gen);
if (gen->limits.input_count)
vkd3d_string_buffer_printf(buffer, "vec4 %s_in[%u];\n", gen->prefix, gen->limits.input_count);
if (gen->limits.output_count)
vkd3d_string_buffer_printf(buffer, "vec4 %s_out[%u];\n", gen->prefix, gen->limits.output_count);
if (program->temp_count)
vkd3d_string_buffer_printf(buffer, "vec4 r[%u];\n", program->temp_count);
vkd3d_string_buffer_printf(buffer, "\n");
@ -462,14 +618,17 @@ static void shader_glsl_init_limits(struct vkd3d_glsl_generator *gen, const stru
{
case VKD3D_SHADER_TYPE_VERTEX:
limits->input_count = 32;
limits->output_count = 32;
break;
case VKD3D_SHADER_TYPE_PIXEL:
limits->input_count = 32;
limits->output_count = 8;
break;
default:
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
"Internal compiler error: Unhandled shader type %#x.", version->type);
limits->input_count = 0;
limits->output_count = 0;
break;
}
}
@ -492,6 +651,7 @@ static void vkd3d_glsl_generator_init(struct vkd3d_glsl_generator *gen,
}
shader_glsl_init_limits(gen, &program->shader_version);
gen->interstage_input = type != VKD3D_SHADER_TYPE_VERTEX;
gen->interstage_output = type != VKD3D_SHADER_TYPE_PIXEL;
}
int glsl_compile(struct vsir_program *program, uint64_t config_flags,