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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
vkd3d-shader/glsl: Implement support for VKD3DSPR_INPUT registers.
This commit is contained in:
parent
deda49e501
commit
c462c62108
Notes:
Henri Verbeet
2024-09-17 18:15:55 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1078
@ -38,7 +38,14 @@ struct vkd3d_glsl_generator
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struct vkd3d_shader_location location;
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struct vkd3d_shader_message_context *message_context;
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unsigned int indent;
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const char *prefix;
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bool failed;
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struct shader_limits
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{
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unsigned int input_count;
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} limits;
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bool interstage_input;
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};
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static void VKD3D_PRINTF_FUNC(3, 4) vkd3d_glsl_compiler_error(
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@ -53,6 +60,27 @@ static void VKD3D_PRINTF_FUNC(3, 4) vkd3d_glsl_compiler_error(
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generator->failed = true;
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}
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static const char *shader_glsl_get_prefix(enum vkd3d_shader_type type)
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{
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switch (type)
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{
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case VKD3D_SHADER_TYPE_VERTEX:
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return "vs";
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case VKD3D_SHADER_TYPE_HULL:
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return "hs";
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case VKD3D_SHADER_TYPE_DOMAIN:
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return "ds";
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case VKD3D_SHADER_TYPE_GEOMETRY:
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return "gs";
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case VKD3D_SHADER_TYPE_PIXEL:
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return "ps";
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case VKD3D_SHADER_TYPE_COMPUTE:
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return "cs";
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default:
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return NULL;
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}
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}
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static void shader_glsl_print_indent(struct vkd3d_string_buffer *buffer, unsigned int indent)
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{
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vkd3d_string_buffer_printf(buffer, "%*s", 4 * indent, "");
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@ -67,6 +95,24 @@ static void shader_glsl_print_register_name(struct vkd3d_string_buffer *buffer,
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vkd3d_string_buffer_printf(buffer, "r[%u]", reg->idx[0].offset);
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break;
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case VKD3DSPR_INPUT:
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if (reg->idx_count != 1)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled input register index count %u.", reg->idx_count);
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vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
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break;
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}
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if (reg->idx[0].rel_addr)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled input register indirect addressing.");
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vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
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break;
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}
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vkd3d_string_buffer_printf(buffer, "%s_in[%u]", gen->prefix, reg->idx[0].offset);
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break;
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default:
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled register type %#x.", reg->type);
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@ -198,6 +244,50 @@ static void shader_glsl_mov(struct vkd3d_glsl_generator *gen, const struct vkd3d
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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static void shader_glsl_shader_prologue(struct vkd3d_glsl_generator *gen)
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{
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const struct shader_signature *signature = &gen->program->input_signature;
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struct vkd3d_string_buffer *buffer = gen->buffer;
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const struct signature_element *e;
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unsigned int i;
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for (i = 0; i < signature->element_count; ++i)
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{
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e = &signature->elements[i];
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if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED)
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continue;
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shader_glsl_print_indent(buffer, gen->indent);
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vkd3d_string_buffer_printf(buffer, "%s_in[%u]", gen->prefix, e->register_index);
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shader_glsl_print_write_mask(buffer, e->mask);
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if (e->sysval_semantic == VKD3D_SHADER_SV_NONE)
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{
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if (gen->interstage_input)
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{
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vkd3d_string_buffer_printf(buffer, " = shader_in.reg_%u", e->target_location);
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if (e->target_location >= gen->limits.input_count)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Input element %u specifies target location %u, "
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"but only %u inputs are supported.",
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i, e->target_location, gen->limits.input_count);
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}
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else
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{
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vkd3d_string_buffer_printf(buffer, " = shader_in_%u", i);
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}
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}
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else
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{
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vkd3d_string_buffer_printf(buffer, " = <unhandled sysval %#x>", e->sysval_semantic);
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled system value %#x input.", e->sysval_semantic);
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}
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shader_glsl_print_write_mask(buffer, e->mask);
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vkd3d_string_buffer_printf(buffer, ";\n");
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}
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}
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static void shader_glsl_ret(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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const struct vkd3d_shader_version *version = &gen->program->shader_version;
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@ -237,13 +327,78 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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}
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}
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static void shader_glsl_generate_input_declarations(struct vkd3d_glsl_generator *gen)
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{
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const struct shader_signature *signature = &gen->program->input_signature;
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struct vkd3d_string_buffer *buffer = gen->buffer;
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const struct signature_element *e;
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unsigned int i;
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if (!gen->interstage_input)
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{
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for (i = 0; i < signature->element_count; ++i)
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{
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e = &signature->elements[i];
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if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED)
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continue;
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if (e->sysval_semantic)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled system value %#x.", e->sysval_semantic);
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continue;
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}
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if (e->component_type != VKD3D_SHADER_COMPONENT_FLOAT)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled component type %#x.", e->component_type);
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continue;
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}
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if (e->min_precision != VKD3D_SHADER_MINIMUM_PRECISION_NONE)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled minimum precision %#x.", e->min_precision);
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continue;
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}
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if (e->interpolation_mode != VKD3DSIM_NONE)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled interpolation mode %#x.", e->interpolation_mode);
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continue;
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}
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vkd3d_string_buffer_printf(buffer,
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"layout(location = %u) in vec4 shader_in_%u;\n", e->target_location, i);
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}
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}
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else if (gen->limits.input_count)
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{
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vkd3d_string_buffer_printf(buffer, "in shader_in_out\n{\n");
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for (i = 0; i < gen->limits.input_count; ++i)
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{
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vkd3d_string_buffer_printf(buffer, " vec4 reg_%u;\n", i);
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}
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vkd3d_string_buffer_printf(buffer, "} shader_in;\n");
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}
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vkd3d_string_buffer_printf(buffer, "\n");
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}
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static void shader_glsl_generate_declarations(struct vkd3d_glsl_generator *gen)
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{
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const struct vsir_program *program = gen->program;
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struct vkd3d_string_buffer *buffer = gen->buffer;
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shader_glsl_generate_input_declarations(gen);
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if (gen->limits.input_count)
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vkd3d_string_buffer_printf(buffer, "vec4 %s_in[%u];\n", gen->prefix, gen->limits.input_count);
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if (program->temp_count)
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vkd3d_string_buffer_printf(buffer, "vec4 r[%u];\n\n", program->temp_count);
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vkd3d_string_buffer_printf(buffer, "vec4 r[%u];\n", program->temp_count);
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vkd3d_string_buffer_printf(buffer, "\n");
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}
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static int vkd3d_glsl_generator_generate(struct vkd3d_glsl_generator *gen, struct vkd3d_shader_code *out)
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@ -264,6 +419,7 @@ static int vkd3d_glsl_generator_generate(struct vkd3d_glsl_generator *gen, struc
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vkd3d_string_buffer_printf(buffer, "void main()\n{\n");
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++gen->indent;
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shader_glsl_shader_prologue(gen);
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for (i = 0; i < instructions->count; ++i)
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{
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vkd3d_glsl_handle_instruction(gen, &instructions->elements[i]);
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@ -294,14 +450,48 @@ static void vkd3d_glsl_generator_cleanup(struct vkd3d_glsl_generator *gen)
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vkd3d_string_buffer_cache_cleanup(&gen->string_buffers);
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}
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static void shader_glsl_init_limits(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_version *version)
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{
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struct shader_limits *limits = &gen->limits;
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if (version->major < 4 || version->major >= 6)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled shader version %u.%u.", version->major, version->minor);
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switch (version->type)
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{
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case VKD3D_SHADER_TYPE_VERTEX:
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limits->input_count = 32;
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break;
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case VKD3D_SHADER_TYPE_PIXEL:
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limits->input_count = 32;
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break;
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default:
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled shader type %#x.", version->type);
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limits->input_count = 0;
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break;
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}
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}
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static void vkd3d_glsl_generator_init(struct vkd3d_glsl_generator *gen,
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struct vsir_program *program, struct vkd3d_shader_message_context *message_context)
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{
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enum vkd3d_shader_type type = program->shader_version.type;
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memset(gen, 0, sizeof(*gen));
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gen->program = program;
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vkd3d_string_buffer_cache_init(&gen->string_buffers);
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gen->buffer = vkd3d_string_buffer_get(&gen->string_buffers);
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gen->message_context = message_context;
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if (!(gen->prefix = shader_glsl_get_prefix(type)))
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled shader type %#x.", type);
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gen->prefix = "unknown";
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}
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shader_glsl_init_limits(gen, &program->shader_version);
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gen->interstage_input = type != VKD3D_SHADER_TYPE_VERTEX;
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}
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int glsl_compile(struct vsir_program *program, uint64_t config_flags,
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