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vkd3d-shader: Introduce vkd3d_shader_binding_flags.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
committed by
Alexandre Julliard
parent
feeb2b49df
commit
ae84b5210e
@ -19,7 +19,6 @@
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#ifndef __VKD3D_SHADER_H
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#ifndef __VKD3D_SHADER_H
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#define __VKD3D_SHADER_H
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#define __VKD3D_SHADER_H
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#include <stdbool.h>
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#include <stdint.h>
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#include <stdint.h>
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#ifdef __cplusplus
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#ifdef __cplusplus
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@ -82,12 +81,20 @@ struct vkd3d_shader_descriptor_binding
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uint32_t binding;
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uint32_t binding;
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};
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};
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enum vkd3d_shader_binding_flag
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{
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VKD3D_SHADER_BINDING_FLAG_BUFFER = 0x00000001,
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VKD3D_SHADER_BINDING_FLAG_IMAGE = 0x00000002,
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_BINDING_FLAG),
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};
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struct vkd3d_shader_resource_binding
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struct vkd3d_shader_resource_binding
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{
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{
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enum vkd3d_shader_descriptor_type type;
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enum vkd3d_shader_descriptor_type type;
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unsigned int register_index;
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unsigned int register_index;
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enum vkd3d_shader_visibility shader_visibility;
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enum vkd3d_shader_visibility shader_visibility;
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bool is_buffer;
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unsigned int flags; /* vkd3d_shader_binding_flags */
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struct vkd3d_shader_descriptor_binding binding;
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struct vkd3d_shader_descriptor_binding binding;
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};
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};
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@ -99,7 +106,7 @@ struct vkd3d_shader_combined_resource_sampler
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unsigned int resource_index;
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unsigned int resource_index;
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unsigned int sampler_index;
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unsigned int sampler_index;
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enum vkd3d_shader_visibility shader_visibility;
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enum vkd3d_shader_visibility shader_visibility;
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bool is_buffer;
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unsigned int flags; /* vkd3d_shader_binding_flags */
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struct vkd3d_shader_descriptor_binding binding;
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struct vkd3d_shader_descriptor_binding binding;
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};
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};
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@ -2057,9 +2057,9 @@ static struct vkd3d_shader_descriptor_binding vkd3d_dxbc_compiler_get_descriptor
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{
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{
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const struct vkd3d_shader_interface *shader_interface = &compiler->shader_interface;
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const struct vkd3d_shader_interface *shader_interface = &compiler->shader_interface;
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enum vkd3d_shader_descriptor_type descriptor_type;
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enum vkd3d_shader_descriptor_type descriptor_type;
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enum vkd3d_shader_binding_flag resource_type_flag;
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struct vkd3d_shader_descriptor_binding binding;
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struct vkd3d_shader_descriptor_binding binding;
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unsigned int reg_idx = reg->idx[0].offset;
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unsigned int reg_idx = reg->idx[0].offset;
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bool is_buffer_resource;
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unsigned int i;
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unsigned int i;
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descriptor_type = VKD3D_SHADER_DESCRIPTOR_TYPE_UNKNOWN;
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descriptor_type = VKD3D_SHADER_DESCRIPTOR_TYPE_UNKNOWN;
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@ -2074,7 +2074,9 @@ static struct vkd3d_shader_descriptor_binding vkd3d_dxbc_compiler_get_descriptor
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else
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else
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FIXME("Unhandled register type %#x.\n", reg->type);
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FIXME("Unhandled register type %#x.\n", reg->type);
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is_buffer_resource = resource_type == VKD3D_SHADER_RESOURCE_BUFFER;
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resource_type_flag = resource_type == VKD3D_SHADER_RESOURCE_BUFFER
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? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;
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if (is_uav_counter)
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if (is_uav_counter)
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{
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{
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assert(descriptor_type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV);
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assert(descriptor_type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV);
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@ -2098,11 +2100,13 @@ static struct vkd3d_shader_descriptor_binding vkd3d_dxbc_compiler_get_descriptor
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{
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{
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const struct vkd3d_shader_resource_binding *current = &shader_interface->bindings[i];
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const struct vkd3d_shader_resource_binding *current = &shader_interface->bindings[i];
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if (!(current->flags & resource_type_flag))
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continue;
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if (!vkd3d_dxbc_compiler_check_shader_visibility(compiler, current->shader_visibility))
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if (!vkd3d_dxbc_compiler_check_shader_visibility(compiler, current->shader_visibility))
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continue;
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continue;
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if (current->type == descriptor_type && current->register_index == reg_idx
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if (current->type == descriptor_type && current->register_index == reg_idx)
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&& current->is_buffer == is_buffer_resource)
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return current->binding;
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return current->binding;
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}
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}
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if (shader_interface->binding_count)
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if (shader_interface->binding_count)
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@ -3908,17 +3912,22 @@ static void vkd3d_dxbc_compiler_emit_combined_sampler_declarations(struct vkd3d_
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const struct vkd3d_shader_combined_resource_sampler *current;
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const struct vkd3d_shader_combined_resource_sampler *current;
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const unsigned int resource_index = resource->idx[0].offset;
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const unsigned int resource_index = resource->idx[0].offset;
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uint32_t image_type_id, type_id, ptr_type_id, var_id;
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uint32_t image_type_id, type_id, ptr_type_id, var_id;
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bool is_buffer_resource, depth;
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enum vkd3d_shader_binding_flag resource_type_flag;
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struct vkd3d_symbol symbol;
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struct vkd3d_symbol symbol;
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unsigned int i;
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unsigned int i;
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bool depth;
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is_buffer_resource = resource_type == VKD3D_SHADER_RESOURCE_BUFFER;
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resource_type_flag = resource_type == VKD3D_SHADER_RESOURCE_BUFFER
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? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;
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for (i = 0; i < shader_interface->combined_sampler_count; ++i)
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for (i = 0; i < shader_interface->combined_sampler_count; ++i)
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{
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{
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current = &shader_interface->combined_samplers[i];
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current = &shader_interface->combined_samplers[i];
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if (current->resource_index != resource_index || current->is_buffer != is_buffer_resource)
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if (current->resource_index != resource_index)
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continue;
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if (!(current->flags & resource_type_flag))
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continue;
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continue;
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if (!vkd3d_dxbc_compiler_check_shader_visibility(compiler, current->shader_visibility))
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if (!vkd3d_dxbc_compiler_check_shader_visibility(compiler, current->shader_visibility))
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@ -607,14 +607,15 @@ static void d3d12_root_signature_append_vk_binding(struct d3d12_root_signature *
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bool buffer_descriptor, enum vkd3d_shader_visibility shader_visibility,
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bool buffer_descriptor, enum vkd3d_shader_visibility shader_visibility,
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struct vkd3d_descriptor_set_context *context)
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struct vkd3d_descriptor_set_context *context)
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{
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{
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unsigned int i = context->descriptor_index++;
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struct vkd3d_shader_resource_binding *mapping
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= &root_signature->descriptor_mapping[context->descriptor_index++];
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root_signature->descriptor_mapping[i].type = descriptor_type;
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mapping->type = descriptor_type;
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root_signature->descriptor_mapping[i].register_index = register_idx;
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mapping->register_index = register_idx;
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root_signature->descriptor_mapping[i].shader_visibility = shader_visibility;
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mapping->shader_visibility = shader_visibility;
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root_signature->descriptor_mapping[i].is_buffer = buffer_descriptor;
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mapping->flags = buffer_descriptor ? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;
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root_signature->descriptor_mapping[i].binding.set = context->set_index;
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mapping->binding.set = context->set_index;
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root_signature->descriptor_mapping[i].binding.binding = context->descriptor_binding++;
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mapping->binding.binding = context->descriptor_binding++;
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}
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}
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static uint32_t d3d12_root_signature_assign_vk_bindings(struct d3d12_root_signature *root_signature,
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static uint32_t d3d12_root_signature_assign_vk_bindings(struct d3d12_root_signature *root_signature,
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