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vkd3d-shader/hlsl: Generate vsir for HLSL_IR_SYNC operations.
The following table shows how each intrinsic maps to d3d assembly and the flags that appear in the tpf bytecode, in binary. GroupMemoryBarrier() sync_g 0010 GroupMemoryBarrierWithGroupSync() sync_g_t 0011 DeviceMemoryBarrier() sync_uglobal 1000 DeviceMemoryBarrierWithGroupSync() sync_uglobal_t 1001 AllMemoryBarrier() sync_uglobal_g 1010 AllMemoryBarrierWithGroupSync() sync_uglobal_g_t 1011
This commit is contained in:
committed by
Henri Verbeet
parent
a975c56695
commit
b89f0bc730
Notes:
Henri Verbeet
2025-05-05 15:28:08 +02:00
Approved-by: Conor McCarthy (@cmccarthy) Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1470
@@ -11278,6 +11278,19 @@ static bool sm4_generate_vsir_instr_jump(struct hlsl_ctx *ctx,
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}
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}
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static bool sm4_generate_vsir_instr_sync(struct hlsl_ctx *ctx,
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struct vsir_program *program, const struct hlsl_ir_sync *sync)
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{
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const struct hlsl_ir_node *instr = &sync->node;
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struct vkd3d_shader_instruction *ins;
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if (!(ins = generate_vsir_add_program_instruction(ctx, program, &instr->loc, VKD3DSIH_SYNC, 0, 0)))
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return false;
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ins->flags = sync->sync_flags;
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return true;
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}
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static void sm4_generate_vsir_block(struct hlsl_ctx *ctx, struct hlsl_block *block, struct vsir_program *program);
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static void sm4_generate_vsir_instr_if(struct hlsl_ctx *ctx, struct vsir_program *program, struct hlsl_ir_if *iff)
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@@ -11429,7 +11442,7 @@ static void sm4_generate_vsir_block(struct hlsl_ctx *ctx, struct hlsl_block *blo
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break;
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case HLSL_IR_SYNC:
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hlsl_fixme(ctx, &instr->loc, "Sync instructions.");
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sm4_generate_vsir_instr_sync(ctx, program, hlsl_ir_sync(instr));
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break;
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default:
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@@ -4213,6 +4213,7 @@ static void tpf_handle_instruction(struct tpf_compiler *tpf, const struct vkd3d_
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case VKD3DSIH_IMM_ATOMIC_UMIN:
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case VKD3DSIH_IMM_ATOMIC_OR:
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case VKD3DSIH_IMM_ATOMIC_XOR:
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case VKD3DSIH_SYNC:
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case VKD3DSIH_IMUL:
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case VKD3DSIH_INE:
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case VKD3DSIH_INEG:
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@@ -2,7 +2,7 @@
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shader model >= 5.0
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% This is just a parsing test.
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[compute shader todo]
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[compute shader]
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[numthreads(1024, 1, 1)]
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void main(uint local_idx : SV_GroupIndex, uint group_id : SV_GroupID)
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{
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