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vkd3d-shader/spirv: Handle globally coherent UAVs.
This commit is contained in:
committed by
Alexandre Julliard
parent
766f5f039b
commit
adfbecef3c
Notes:
Alexandre Julliard
2024-01-25 23:07:09 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/599
@@ -1016,7 +1016,7 @@ static void vkd3d_shader_scan_combined_sampler_usage(struct vkd3d_shader_scan_co
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static void vkd3d_shader_scan_resource_declaration(struct vkd3d_shader_scan_context *context,
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const struct vkd3d_shader_resource *resource, enum vkd3d_shader_resource_type resource_type,
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enum vkd3d_shader_resource_data_type resource_data_type,
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unsigned int sample_count, unsigned int structure_stride, bool raw)
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unsigned int sample_count, unsigned int structure_stride, bool raw, uint32_t flags)
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{
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struct vkd3d_shader_descriptor_info1 *d;
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enum vkd3d_shader_descriptor_type type;
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@@ -1032,6 +1032,8 @@ static void vkd3d_shader_scan_resource_declaration(struct vkd3d_shader_scan_cont
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d->structure_stride = structure_stride;
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if (raw)
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d->flags |= VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_RAW_BUFFER;
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if (type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
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d->uav_flags = flags;
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}
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static void vkd3d_shader_scan_typed_resource_declaration(struct vkd3d_shader_scan_context *context,
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@@ -1090,7 +1092,7 @@ static void vkd3d_shader_scan_typed_resource_declaration(struct vkd3d_shader_sca
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}
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vkd3d_shader_scan_resource_declaration(context, &semantic->resource,
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semantic->resource_type, resource_data_type, semantic->sample_count, 0, false);
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semantic->resource_type, resource_data_type, semantic->sample_count, 0, false, instruction->flags);
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}
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static int vkd3d_shader_scan_instruction(struct vkd3d_shader_scan_context *context,
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@@ -1126,13 +1128,13 @@ static int vkd3d_shader_scan_instruction(struct vkd3d_shader_scan_context *conte
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case VKD3DSIH_DCL_RESOURCE_RAW:
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case VKD3DSIH_DCL_UAV_RAW:
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vkd3d_shader_scan_resource_declaration(context, &instruction->declaration.raw_resource.resource,
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VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0, 0, true);
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VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0, 0, true, instruction->flags);
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break;
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case VKD3DSIH_DCL_RESOURCE_STRUCTURED:
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case VKD3DSIH_DCL_UAV_STRUCTURED:
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vkd3d_shader_scan_resource_declaration(context, &instruction->declaration.structured_resource.resource,
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VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0,
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instruction->declaration.structured_resource.byte_stride, false);
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instruction->declaration.structured_resource.byte_stride, false, instruction->flags);
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break;
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case VKD3DSIH_IF:
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cf_info = vkd3d_shader_scan_push_cf_info(context);
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