vkd3d-shader/dxil: Declare shader outputs.

This commit is contained in:
Conor McCarthy 2023-07-21 15:41:43 +10:00 committed by Alexandre Julliard
parent e54f770669
commit bf49a1a95b
Notes: Alexandre Julliard 2023-08-30 23:19:25 +02:00
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/283
3 changed files with 98 additions and 3 deletions

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@ -1463,6 +1463,8 @@ enum vkd3d_shader_sysval_semantic
VKD3D_SHADER_SV_TESS_FACTOR_TRIINT = 0x0e, VKD3D_SHADER_SV_TESS_FACTOR_TRIINT = 0x0e,
VKD3D_SHADER_SV_TESS_FACTOR_LINEDET = 0x0f, VKD3D_SHADER_SV_TESS_FACTOR_LINEDET = 0x0f,
VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN = 0x10, VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN = 0x10,
/** Render target; SV_Target in Direct3D shader model 6 shaders. */
VKD3D_SHADER_SV_TARGET = 0x40,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SYSVAL_SEMANTIC), VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SYSVAL_SEMANTIC),
}; };

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@ -290,6 +290,8 @@ struct sm6_parser
struct sm6_symbol *global_symbols; struct sm6_symbol *global_symbols;
size_t global_symbol_count; size_t global_symbol_count;
struct vkd3d_shader_dst_param *output_params;
struct sm6_function *functions; struct sm6_function *functions;
size_t function_count; size_t function_count;
@ -1951,6 +1953,81 @@ static enum vkd3d_result sm6_parser_globals_init(struct sm6_parser *sm6)
return VKD3D_OK; return VKD3D_OK;
} }
static void dst_param_io_init(struct vkd3d_shader_dst_param *param,
const struct signature_element *e, enum vkd3d_shader_register_type reg_type)
{
enum vkd3d_shader_component_type component_type;
param->write_mask = e->mask;
param->modifiers = 0;
param->shift = 0;
/* DXIL types do not have signedness. Load signed elements as unsigned. */
component_type = e->component_type == VKD3D_SHADER_COMPONENT_INT ? VKD3D_SHADER_COMPONENT_UINT : e->component_type;
shader_register_init(&param->reg, reg_type, vkd3d_data_type_from_component_type(component_type), 0);
}
static void sm6_parser_init_signature(struct sm6_parser *sm6, const struct shader_signature *s,
enum vkd3d_shader_register_type reg_type, struct vkd3d_shader_dst_param *params)
{
struct vkd3d_shader_dst_param *param;
const struct signature_element *e;
unsigned int i;
for (i = 0; i < s->element_count; ++i)
{
e = &s->elements[i];
param = &params[i];
dst_param_io_init(param, e, reg_type);
param->reg.idx[0].offset = i;
param->reg.idx_count = 1;
}
}
static void sm6_parser_emit_signature(struct sm6_parser *sm6, const struct shader_signature *s,
enum vkd3d_shader_opcode handler_idx, enum vkd3d_shader_opcode siv_handler_idx,
struct vkd3d_shader_dst_param *params)
{
struct vkd3d_shader_instruction *ins;
struct vkd3d_shader_dst_param *param;
const struct signature_element *e;
unsigned int i;
for (i = 0; i < s->element_count; ++i)
{
e = &s->elements[i];
/* Do not check e->used_mask because in some cases it is zero for used elements.
* TODO: scan ahead for used I/O elements. */
if (e->sysval_semantic != VKD3D_SHADER_SV_NONE && e->sysval_semantic != VKD3D_SHADER_SV_TARGET)
{
ins = sm6_parser_add_instruction(sm6, siv_handler_idx);
param = &ins->declaration.register_semantic.reg;
ins->declaration.register_semantic.sysval_semantic = vkd3d_siv_from_sysval(e->sysval_semantic);
}
else
{
ins = sm6_parser_add_instruction(sm6, handler_idx);
param = &ins->declaration.dst;
}
*param = params[i];
}
}
static void sm6_parser_init_output_signature(struct sm6_parser *sm6, const struct shader_signature *output_signature)
{
sm6_parser_init_signature(sm6, output_signature,
(sm6->p.shader_version.type == VKD3D_SHADER_TYPE_PIXEL) ? VKD3DSPR_COLOROUT : VKD3DSPR_OUTPUT,
sm6->output_params);
}
static void sm6_parser_emit_output_signature(struct sm6_parser *sm6, const struct shader_signature *output_signature)
{
sm6_parser_emit_signature(sm6, output_signature, VKD3DSIH_DCL_OUTPUT, VKD3DSIH_DCL_OUTPUT_SIV, sm6->output_params);
}
static const struct sm6_value *sm6_parser_next_function_definition(struct sm6_parser *sm6) static const struct sm6_value *sm6_parser_next_function_definition(struct sm6_parser *sm6)
{ {
size_t i, count = sm6->function_count; size_t i, count = sm6->function_count;
@ -2365,6 +2442,7 @@ static const struct vkd3d_shader_parser_ops sm6_parser_ops =
static enum vkd3d_result sm6_parser_init(struct sm6_parser *sm6, const uint32_t *byte_code, size_t byte_code_size, static enum vkd3d_result sm6_parser_init(struct sm6_parser *sm6, const uint32_t *byte_code, size_t byte_code_size,
const char *source_name, struct vkd3d_shader_message_context *message_context) const char *source_name, struct vkd3d_shader_message_context *message_context)
{ {
const struct shader_signature *output_signature = &sm6->p.shader_desc.output_signature;
const struct vkd3d_shader_location location = {.source_name = source_name}; const struct vkd3d_shader_location location = {.source_name = source_name};
uint32_t version_token, dxil_version, token_count, magic; uint32_t version_token, dxil_version, token_count, magic;
unsigned int chunk_offset, chunk_size; unsigned int chunk_offset, chunk_size;
@ -2520,6 +2598,14 @@ static enum vkd3d_result sm6_parser_init(struct sm6_parser *sm6, const uint32_t
return ret; return ret;
} }
if (!(sm6->output_params = shader_parser_get_dst_params(&sm6->p, output_signature->element_count)))
{
ERR("Failed to allocate output parameters.\n");
vkd3d_shader_error(message_context, &location, VKD3D_SHADER_ERROR_DXIL_OUT_OF_MEMORY,
"Out of memory allocating output parameters.");
return VKD3D_ERROR_OUT_OF_MEMORY;
}
function_count = dxil_block_compute_function_count(&sm6->root_block); function_count = dxil_block_compute_function_count(&sm6->root_block);
if (!(sm6->functions = vkd3d_calloc(function_count, sizeof(*sm6->functions)))) if (!(sm6->functions = vkd3d_calloc(function_count, sizeof(*sm6->functions))))
{ {
@ -2550,6 +2636,8 @@ static enum vkd3d_result sm6_parser_init(struct sm6_parser *sm6, const uint32_t
return ret; return ret;
} }
sm6_parser_init_output_signature(sm6, output_signature);
if ((ret = sm6_parser_module_init(sm6, &sm6->root_block, 0)) < 0) if ((ret = sm6_parser_module_init(sm6, &sm6->root_block, 0)) < 0)
{ {
if (ret == VKD3D_ERROR_OUT_OF_MEMORY) if (ret == VKD3D_ERROR_OUT_OF_MEMORY)
@ -2561,6 +2649,14 @@ static enum vkd3d_result sm6_parser_init(struct sm6_parser *sm6, const uint32_t
return ret; return ret;
} }
if (!sm6_parser_require_space(sm6, output_signature->element_count))
{
vkd3d_shader_error(message_context, &location, VKD3D_SHADER_ERROR_DXIL_OUT_OF_MEMORY,
"Out of memory emitting shader signature declarations.");
return VKD3D_ERROR_OUT_OF_MEMORY;
}
sm6_parser_emit_output_signature(sm6, output_signature);
for (i = 0; i < sm6->function_count; ++i) for (i = 0; i < sm6->function_count; ++i)
{ {
if (!sm6_block_emit_instructions(sm6->functions[i].blocks[0], sm6)) if (!sm6_block_emit_instructions(sm6->functions[i].blocks[0], sm6))

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@ -1771,9 +1771,6 @@ void *shader_param_allocator_get(struct vkd3d_shader_param_allocator *allocator,
{ {
void *params; void *params;
if (!count)
return NULL;
if (count > allocator->count - allocator->index) if (count > allocator->count - allocator->index)
{ {
struct vkd3d_shader_param_node *next = shader_param_allocator_node_create(allocator); struct vkd3d_shader_param_node *next = shader_param_allocator_node_create(allocator);