vkd3d-shader: Add more advanced helper for vector shuffle.

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:
Józef Kucia 2019-02-26 12:27:55 +01:00 committed by Alexandre Julliard
parent 6c70edf511
commit bc441fd6c6

View File

@ -2669,22 +2669,22 @@ static uint32_t vkd3d_dxbc_compiler_emit_swizzle(struct vkd3d_dxbc_compiler *com
}
static uint32_t vkd3d_dxbc_compiler_emit_vector_shuffle(struct vkd3d_dxbc_compiler *compiler,
uint32_t vector1_id, uint32_t vector2_id, uint32_t write_mask,
uint32_t vector1_id, uint32_t vector2_id, unsigned int swizzle, unsigned int write_mask,
enum vkd3d_component_type component_type, unsigned int component_count)
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
uint32_t components[VKD3D_VEC4_SIZE];
unsigned int i, component_idx;
uint32_t type_id;
unsigned int i;
assert(component_count <= ARRAY_SIZE(components));
for (i = 0, component_idx = 0; i < component_count; ++i)
for (i = 0; i < component_count; ++i)
{
if (write_mask & (VKD3DSP_WRITEMASK_0 << i))
components[i] = VKD3D_VEC4_SIZE + component_idx++;
components[i] = vkd3d_swizzle_get_component(swizzle, i);
else
components[i] = i;
components[i] = VKD3D_VEC4_SIZE + vkd3d_swizzle_get_component(swizzle, i);
}
type_id = vkd3d_spirv_get_type_id(builder, component_type, component_count);
@ -2926,6 +2926,8 @@ static void vkd3d_dxbc_compiler_emit_store(struct vkd3d_dxbc_compiler *compiler,
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
unsigned int component_count, dst_component_count;
uint32_t components[VKD3D_VEC4_SIZE];
unsigned int i, component_idx;
uint32_t type_id, dst_val_id;
assert(write_mask);
@ -2944,8 +2946,18 @@ static void vkd3d_dxbc_compiler_emit_store(struct vkd3d_dxbc_compiler *compiler,
type_id = vkd3d_spirv_get_type_id(builder, component_type, dst_component_count);
dst_val_id = vkd3d_spirv_build_op_load(builder, type_id, dst_id, SpvMemoryAccessMaskNone);
val_id = vkd3d_dxbc_compiler_emit_vector_shuffle(compiler,
dst_val_id, val_id, write_mask, component_type, dst_component_count);
assert(component_count <= ARRAY_SIZE(components));
for (i = 0, component_idx = 0; i < dst_component_count; ++i)
{
if (write_mask & (VKD3DSP_WRITEMASK_0 << i))
components[i] = VKD3D_VEC4_SIZE + component_idx++;
else
components[i] = i;
}
val_id = vkd3d_spirv_build_op_vector_shuffle(builder,
type_id, dst_val_id, val_id, components, dst_component_count);
}
vkd3d_spirv_build_op_store(builder, dst_id, val_id, SpvMemoryAccessMaskNone);
@ -4039,23 +4051,18 @@ static void vkd3d_dxbc_compiler_emit_store_shader_output(struct vkd3d_dxbc_compi
uint32_t type_id, zero_id, ptr_type_id, chain_id, object_id;
uint32_t write_mask, use_mask, uninit_mask, swizzle, mask;
uint32_t output_id, indexes[1];
unsigned int component_count;
unsigned int i, index;
write_mask = output->mask & 0xff;
use_mask = (output->mask >> 8) & 0xff;
swizzle = get_shader_output_swizzle(compiler, output->register_index);
val_id = vkd3d_dxbc_compiler_emit_swizzle(compiler,
val_id, VKD3DSP_WRITEMASK_ALL, VKD3D_TYPE_FLOAT, swizzle, write_mask);
component_count = vkd3d_write_mask_component_count(write_mask);
if (output_info->component_type != VKD3D_TYPE_FLOAT)
{
type_id = vkd3d_spirv_get_type_id(builder, output_info->component_type, component_count);
type_id = vkd3d_spirv_get_type_id(builder, output_info->component_type, VKD3D_VEC4_SIZE);
val_id = vkd3d_spirv_build_op_bitcast(builder, type_id, val_id);
}
swizzle = get_shader_output_swizzle(compiler, output->register_index);
uninit_mask = write_mask & use_mask;
if (uninit_mask)
{
@ -4063,7 +4070,13 @@ static void vkd3d_dxbc_compiler_emit_store_shader_output(struct vkd3d_dxbc_compi
zero_id = vkd3d_dxbc_compiler_get_constant_vector(compiler,
output_info->component_type, VKD3D_VEC4_SIZE, 0);
val_id = vkd3d_dxbc_compiler_emit_vector_shuffle(compiler,
val_id, zero_id, uninit_mask, output_info->component_type, component_count);
zero_id, val_id, swizzle, uninit_mask, output_info->component_type,
vkd3d_write_mask_component_count(write_mask));
}
else
{
val_id = vkd3d_dxbc_compiler_emit_swizzle(compiler,
val_id, VKD3DSP_WRITEMASK_ALL, output_info->component_type, swizzle, write_mask);
}
output_id = output_info->id;