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libs/vkd3d-shader: Add support for multiple shader inputs packed into single register.
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@ -1620,6 +1620,7 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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uint32_t val_id, input_id, var_id;
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uint32_t val_id, input_id, var_id;
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struct vkd3d_symbol reg_symbol;
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struct vkd3d_symbol reg_symbol;
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SpvStorageClass storage_class;
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SpvStorageClass storage_class;
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struct rb_entry *entry = NULL;
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component_count = vkd3d_write_mask_component_count(dst->write_mask);
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component_count = vkd3d_write_mask_component_count(dst->write_mask);
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/* vThreadIDInGroupFlattened is declared with no write mask in shader
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/* vThreadIDInGroupFlattened is declared with no write mask in shader
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@ -1650,8 +1651,10 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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val_id = vkd3d_spirv_build_op_load(builder, type_id, input_id, SpvMemoryAccessMaskNone);
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val_id = vkd3d_spirv_build_op_load(builder, type_id, input_id, SpvMemoryAccessMaskNone);
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}
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}
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/* FIXME: handle multiple inputs packed into a single register */
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vkd3d_symbol_make_register(®_symbol, &dst->reg);
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if (component_count != VKD3D_VEC4_SIZE || component_type != VKD3D_TYPE_FLOAT)
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if ((component_count != VKD3D_VEC4_SIZE || component_type != VKD3D_TYPE_FLOAT)
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&& !(entry = rb_get(&compiler->symbol_table, ®_symbol)))
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{
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{
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storage_class = SpvStorageClassPrivate;
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storage_class = SpvStorageClassPrivate;
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var_id = vkd3d_dxbc_compiler_emit_variable(compiler, &builder->global_stream,
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var_id = vkd3d_dxbc_compiler_emit_variable(compiler, &builder->global_stream,
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@ -1662,12 +1665,14 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
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var_id = input_id;
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var_id = input_id;
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}
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}
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vkd3d_symbol_make_register(®_symbol, &dst->reg);
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if (!entry)
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{
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reg_symbol.id = var_id;
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reg_symbol.id = var_id;
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reg_symbol.info.storage_class = storage_class;
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reg_symbol.info.storage_class = storage_class;
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vkd3d_dxbc_compiler_put_symbol(compiler, ®_symbol);
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vkd3d_dxbc_compiler_put_symbol(compiler, ®_symbol);
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vkd3d_dxbc_compiler_emit_register_debug_name(builder, var_id, &dst->reg);
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vkd3d_dxbc_compiler_emit_register_debug_name(builder, var_id, &dst->reg);
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}
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if (component_count != VKD3D_VEC4_SIZE || component_type != VKD3D_TYPE_FLOAT)
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if (component_count != VKD3D_VEC4_SIZE || component_type != VKD3D_TYPE_FLOAT)
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vkd3d_dxbc_compiler_emit_store_reg(compiler, &dst->reg, dst->write_mask, val_id);
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vkd3d_dxbc_compiler_emit_store_reg(compiler, &dst->reg, dst->write_mask, val_id);
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