vkd3d-shader/spirv: Declare the phase SPIR-V function in spirv_compiler_enter_shader_phase().

The convoluted code path is no longer needed.
This commit is contained in:
Conor McCarthy 2023-02-23 14:07:42 +10:00 committed by Alexandre Julliard
parent b8472d2270
commit c61f9f477c
Notes: Alexandre Julliard 2023-04-03 22:08:13 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/84

View File

@ -4330,38 +4330,13 @@ static void spirv_compiler_emit_shader_phase_name(struct spirv_compiler *compile
vkd3d_spirv_build_op_name(builder, id, "%s%s", name, suffix);
}
static void spirv_compiler_begin_shader_phase(struct spirv_compiler *compiler,
struct vkd3d_shader_phase *phase)
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
uint32_t void_id, function_type_id;
uint32_t param_type_id;
phase->function_id = vkd3d_spirv_alloc_id(builder);
void_id = vkd3d_spirv_get_op_type_void(builder);
function_type_id = vkd3d_spirv_get_op_type_function(builder, void_id, &param_type_id, 0);
vkd3d_spirv_build_op_function(builder, void_id, phase->function_id,
SpvFunctionControlMaskNone, function_type_id);
vkd3d_spirv_build_op_label(builder, vkd3d_spirv_alloc_id(builder));
phase->function_location = vkd3d_spirv_stream_current_location(&builder->function_stream);
spirv_compiler_emit_shader_phase_name(compiler, phase->function_id, NULL);
}
static const struct vkd3d_shader_phase *spirv_compiler_get_current_shader_phase(
struct spirv_compiler *compiler)
{
struct vkd3d_shader_phase *phase;
if (is_in_default_phase(compiler))
return NULL;
phase = is_in_control_point_phase(compiler) ? &compiler->control_point_phase : &compiler->patch_constant_phase;
if (!phase->function_id)
spirv_compiler_begin_shader_phase(compiler, phase);
return phase;
return is_in_control_point_phase(compiler) ? &compiler->control_point_phase : &compiler->patch_constant_phase;
}
static void spirv_compiler_decorate_xfb_output(struct spirv_compiler *compiler,
@ -6533,12 +6508,31 @@ static void spirv_compiler_leave_shader_phase(struct spirv_compiler *compiler)
static void spirv_compiler_enter_shader_phase(struct spirv_compiler *compiler,
const struct vkd3d_shader_instruction *instruction)
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
uint32_t function_id, void_id, function_type_id;
struct vkd3d_shader_phase *phase;
assert(compiler->phase != instruction->handler_idx);
if (spirv_compiler_get_current_shader_phase(compiler))
if (!is_in_default_phase(compiler))
spirv_compiler_leave_shader_phase(compiler);
function_id = vkd3d_spirv_alloc_id(builder);
void_id = vkd3d_spirv_get_op_type_void(builder);
function_type_id = vkd3d_spirv_get_op_type_function(builder, void_id, NULL, 0);
vkd3d_spirv_build_op_function(builder, void_id, function_id,
SpvFunctionControlMaskNone, function_type_id);
vkd3d_spirv_build_op_label(builder, vkd3d_spirv_alloc_id(builder));
compiler->phase = instruction->handler_idx;
spirv_compiler_emit_shader_phase_name(compiler, function_id, NULL);
phase = (instruction->handler_idx == VKD3DSIH_HS_CONTROL_POINT_PHASE)
? &compiler->control_point_phase : &compiler->patch_constant_phase;
phase->function_id = function_id;
phase->function_location = vkd3d_spirv_stream_current_location(&builder->function_stream);
}
static void spirv_compiler_emit_default_control_point_phase(struct spirv_compiler *compiler)