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vkd3d-shader: Align the start offset instead of the size in bytecode_put_bytes().
The practical effect this has is that we avoid potential trailing padding at the end of DXBC blobs. Unfortunately this also means we need to be more careful about using bytecode_get_size() to find the offset where subsequent data would get written, although in many cases this follows a put_u32() call.
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Notes:
Alexandre Julliard
2023-04-04 22:36:34 +02:00
Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/144
@ -57,7 +57,7 @@ int vkd3d_shader_serialize_dxbc(size_t section_count, const struct vkd3d_shader_
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put_u32(&buffer, TAG_DXBC);
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checksum_position = bytecode_get_size(&buffer);
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checksum_position = bytecode_get_next_offset(&buffer);
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for (i = 0; i < 4; ++i)
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put_u32(&buffer, 0);
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@ -65,13 +65,13 @@ int vkd3d_shader_serialize_dxbc(size_t section_count, const struct vkd3d_shader_
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size_position = put_u32(&buffer, 0);
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put_u32(&buffer, section_count);
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offsets_position = bytecode_get_size(&buffer);
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offsets_position = bytecode_get_next_offset(&buffer);
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for (i = 0; i < section_count; ++i)
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put_u32(&buffer, 0);
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for (i = 0; i < section_count; ++i)
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{
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set_u32(&buffer, offsets_position + i * sizeof(uint32_t), bytecode_get_size(&buffer));
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set_u32(&buffer, offsets_position + i * sizeof(uint32_t), bytecode_get_next_offset(&buffer));
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put_u32(&buffer, sections[i].tag);
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put_u32(&buffer, sections[i].data.size);
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bytecode_put_bytes(&buffer, sections[i].data.code, sections[i].data.size);
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@ -2754,7 +2754,7 @@ struct root_signature_writer_context
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static size_t get_chunk_offset(struct root_signature_writer_context *context)
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{
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return bytecode_get_size(&context->buffer) - context->chunk_position;
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return bytecode_get_next_offset(&context->buffer) - context->chunk_position;
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}
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static void shader_write_root_signature_header(struct root_signature_writer_context *context)
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@ -2770,10 +2770,10 @@ static void shader_write_root_signature_header(struct root_signature_writer_cont
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put_u32(buffer, 1);
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context->total_size_position = put_u32(buffer, 0xffffffff);
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put_u32(buffer, 1); /* chunk count */
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put_u32(buffer, bytecode_get_size(buffer) + sizeof(uint32_t)); /* chunk offset */
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put_u32(buffer, bytecode_get_next_offset(buffer) + sizeof(uint32_t)); /* chunk offset */
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put_u32(buffer, TAG_RTS0);
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put_u32(buffer, 0xffffffff);
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context->chunk_position = bytecode_get_size(buffer);
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context->chunk_position = bytecode_get_next_offset(buffer);
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}
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static void shader_write_descriptor_ranges(struct vkd3d_bytecode_buffer *buffer,
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@ -2862,7 +2862,7 @@ static int shader_write_root_parameters(struct root_signature_writer_context *co
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size_t parameters_position;
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unsigned int i;
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parameters_position = bytecode_get_size(buffer);
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parameters_position = bytecode_get_next_offset(buffer);
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for (i = 0; i < parameter_count; ++i)
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{
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put_u32(buffer, versioned_root_signature_get_parameter_type(desc, i));
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@ -261,7 +261,7 @@ static void write_sm1_type(struct vkd3d_bytecode_buffer *buffer, struct hlsl_typ
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write_sm1_type(buffer, field->type, ctab_start);
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}
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fields_offset = bytecode_get_size(buffer) - ctab_start;
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fields_offset = bytecode_get_next_offset(buffer) - ctab_start;
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for (i = 0; i < field_count; ++i)
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{
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@ -351,7 +351,7 @@ static void write_sm1_uniforms(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffe
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put_u32(buffer, 0); /* FIXME: flags */
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put_u32(buffer, 0); /* FIXME: target string */
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vars_start = bytecode_get_size(buffer);
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vars_start = bytecode_get_next_offset(buffer);
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LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
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{
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@ -402,7 +402,7 @@ static void write_sm1_uniforms(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffe
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offset = put_string(buffer, vkd3d_shader_get_version(NULL, NULL));
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set_u32(buffer, creator_offset, offset - ctab_start);
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ctab_end = bytecode_get_size(buffer);
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ctab_end = bytecode_get_next_offset(buffer);
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set_u32(buffer, size_offset, vkd3d_make_u32(D3DSIO_COMMENT, (ctab_end - ctab_offset) / sizeof(uint32_t)));
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}
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@ -387,7 +387,7 @@ static void write_sm4_type(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *b
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write_sm4_type(ctx, buffer, field->type);
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}
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fields_offset = bytecode_get_size(buffer);
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fields_offset = bytecode_get_next_offset(buffer);
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for (i = 0; i < field_count; ++i)
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{
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@ -583,7 +583,7 @@ static void write_sm4_rdef(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc)
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/* Bound resources. */
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resources_offset = bytecode_get_size(&buffer);
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resources_offset = bytecode_get_next_offset(&buffer);
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set_u32(&buffer, resource_position, resources_offset);
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for (i = 0; i < extern_resources_count; ++i)
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@ -656,7 +656,7 @@ static void write_sm4_rdef(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc)
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/* Buffers. */
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cbuffers_offset = bytecode_get_size(&buffer);
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cbuffers_offset = bytecode_get_next_offset(&buffer);
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set_u32(&buffer, cbuffer_position, cbuffers_offset);
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LIST_FOR_EACH_ENTRY(cbuffer, &ctx->buffers, struct hlsl_buffer, entry)
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{
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@ -692,7 +692,7 @@ static void write_sm4_rdef(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc)
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i = 0;
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LIST_FOR_EACH_ENTRY(cbuffer, &ctx->buffers, struct hlsl_buffer, entry)
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{
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size_t vars_start = bytecode_get_size(&buffer);
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size_t vars_start = bytecode_get_next_offset(&buffer);
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if (!cbuffer->reg.allocated)
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continue;
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@ -342,20 +342,19 @@ void vkd3d_shader_error(struct vkd3d_shader_message_context *context, const stru
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size_t bytecode_put_bytes(struct vkd3d_bytecode_buffer *buffer, const void *bytes, size_t size)
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{
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size_t aligned_size = align(size, 4);
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size_t offset = buffer->size;
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size_t offset = bytecode_get_next_offset(buffer);
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if (buffer->status)
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return offset;
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if (!vkd3d_array_reserve((void **)&buffer->data, &buffer->capacity, offset + aligned_size, 1))
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if (!vkd3d_array_reserve((void **)&buffer->data, &buffer->capacity, offset + size, 1))
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{
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buffer->status = VKD3D_ERROR_OUT_OF_MEMORY;
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return offset;
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}
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memset(buffer->data + buffer->size, 0xab, offset - buffer->size);
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memcpy(buffer->data + offset, bytes, size);
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memset(buffer->data + offset + size, 0xab, aligned_size - size);
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buffer->size = offset + aligned_size;
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buffer->size = offset + size;
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return offset;
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}
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@ -1094,6 +1094,11 @@ static inline size_t bytecode_get_size(struct vkd3d_bytecode_buffer *buffer)
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return buffer->size;
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}
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static inline size_t bytecode_get_next_offset(struct vkd3d_bytecode_buffer *buffer)
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{
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return align(buffer->size, 4);
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}
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uint32_t vkd3d_parse_integer(const char *s);
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struct vkd3d_shader_message_context
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