vkd3d-shader: Allocate constant buffers.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2021-06-23 23:57:35 -05:00 committed by Alexandre Julliard
parent f7bf1dc01c
commit dd03242417
4 changed files with 121 additions and 8 deletions

View File

@ -112,6 +112,18 @@ static unsigned int get_array_size(const struct hlsl_type *type)
return 1;
}
unsigned int hlsl_type_get_sm4_offset(const struct hlsl_type *type, unsigned int offset)
{
/* Align to the next vec4 boundary if:
* (a) the type is a struct or array type, or
* (b) the type would cross a vec4 boundary; i.e. a vec3 and a
* vec1 can be packed together, but not a vec3 and a vec2.
*/
if (type->type > HLSL_CLASS_LAST_NUMERIC || (offset & 3) + type->reg_size > 4)
return align(offset, 4);
return offset;
}
static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type *type)
{
bool is_sm4 = (ctx->profile->major_version >= 4);
@ -155,14 +167,7 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
assert(field_size);
/* Align to the next vec4 boundary if:
* (a) the type is a struct or array type, or
* (b) the type would cross a vec4 boundary; i.e. a vec3 and a
* vec1 can be packed together, but not a vec3 and a vec2.
*/
if (field->type->type > HLSL_CLASS_LAST_NUMERIC || (type->reg_size & 3) + field_size > 4)
type->reg_size = align(type->reg_size, 4);
type->reg_size = hlsl_type_get_sm4_offset(field->type, type->reg_size);
field->reg_offset = type->reg_size;
type->reg_size += field_size;

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@ -228,6 +228,7 @@ struct hlsl_ir_var
struct list scope_entry, param_entry, extern_entry;
unsigned int first_write, last_read;
unsigned int buffer_offset;
struct hlsl_reg reg;
uint32_t is_input_semantic : 1;
@ -431,6 +432,9 @@ struct hlsl_buffer
const char *name;
struct hlsl_reg_reservation reservation;
struct list entry;
unsigned size, used_size;
struct hlsl_reg reg;
};
struct hlsl_ctx
@ -678,6 +682,7 @@ bool hlsl_scope_add_type(struct hlsl_scope *scope, struct hlsl_type *type) DECLS
struct hlsl_type *hlsl_type_clone(struct hlsl_ctx *ctx, struct hlsl_type *old,
unsigned int default_majority, unsigned int modifiers) DECLSPEC_HIDDEN;
unsigned int hlsl_type_component_count(struct hlsl_type *type) DECLSPEC_HIDDEN;
unsigned int hlsl_type_get_sm4_offset(const struct hlsl_type *type, unsigned int offset) DECLSPEC_HIDDEN;
bool hlsl_type_is_void(const struct hlsl_type *type) DECLSPEC_HIDDEN;
bool hlsl_types_are_equal(const struct hlsl_type *t1, const struct hlsl_type *t2) DECLSPEC_HIDDEN;

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@ -1115,6 +1115,105 @@ static void allocate_semantic_registers(struct hlsl_ctx *ctx)
}
}
static const struct hlsl_buffer *get_reserved_buffer(struct hlsl_ctx *ctx, uint32_t index)
{
const struct hlsl_buffer *buffer;
LIST_FOR_EACH_ENTRY(buffer, &ctx->buffers, const struct hlsl_buffer, entry)
{
if (buffer->used_size && buffer->reservation.type == 'b' && buffer->reservation.index == index)
return buffer;
}
return NULL;
}
static void calculate_buffer_offset(struct hlsl_ir_var *var)
{
struct hlsl_buffer *buffer = var->buffer;
buffer->size = hlsl_type_get_sm4_offset(var->data_type, buffer->size);
var->buffer_offset = buffer->size;
TRACE("Allocated buffer offset %u to %s.\n", var->buffer_offset, var->name);
buffer->size += var->data_type->reg_size;
if (var->last_read)
buffer->used_size = buffer->size;
}
static void allocate_buffers(struct hlsl_ctx *ctx)
{
struct hlsl_buffer *buffer, *params_buffer;
struct hlsl_ir_var *var;
uint32_t index = 0;
if (!(params_buffer = hlsl_new_buffer(ctx, HLSL_BUFFER_CONSTANT,
hlsl_strdup(ctx, "$Params"), NULL, ctx->location)))
return;
/* The $Globals and $Params buffers should be allocated first, before all
* explicit buffers. */
list_remove(&params_buffer->entry);
list_add_head(&ctx->buffers, &params_buffer->entry);
list_remove(&ctx->globals_buffer->entry);
list_add_head(&ctx->buffers, &ctx->globals_buffer->entry);
LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
{
if (var->is_uniform)
{
if (var->is_param)
var->buffer = params_buffer;
calculate_buffer_offset(var);
}
}
LIST_FOR_EACH_ENTRY(buffer, &ctx->buffers, struct hlsl_buffer, entry)
{
if (!buffer->used_size)
continue;
if (buffer->type == HLSL_BUFFER_CONSTANT)
{
if (buffer->reservation.type == 'b')
{
const struct hlsl_buffer *reserved_buffer = get_reserved_buffer(ctx, buffer->reservation.index);
if (reserved_buffer && reserved_buffer != buffer)
{
hlsl_error(ctx, buffer->loc, VKD3D_SHADER_ERROR_HLSL_OVERLAPPING_RESERVATIONS,
"Multiple buffers bound to cb%u.", buffer->reservation.index);
hlsl_note(ctx, reserved_buffer->loc, VKD3D_SHADER_LOG_ERROR,
"Buffer %s is already bound to cb%u.", reserved_buffer->name, buffer->reservation.index);
}
buffer->reg.id = buffer->reservation.index;
buffer->reg.allocated = true;
TRACE("Allocated reserved %s to cb%u.\n", buffer->name, index);
}
else if (!buffer->reservation.type)
{
while (get_reserved_buffer(ctx, index))
++index;
buffer->reg.id = index;
buffer->reg.allocated = true;
TRACE("Allocated %s to cb%u.\n", buffer->name, index);
++index;
}
else
{
hlsl_error(ctx, buffer->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_RESERVATION,
"Constant buffers must be allocated to register type 'b'.");
}
}
else
{
FIXME("Allocate registers for texture buffers.\n");
}
}
}
static unsigned int map_swizzle(unsigned int swizzle, unsigned int writemask)
{
unsigned int i, ret = 0;
@ -2062,6 +2161,8 @@ int hlsl_emit_dxbc(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_fun
allocate_temp_registers(ctx, entry_func);
if (ctx->profile->major_version < 4)
allocate_const_registers(ctx, entry_func);
else
allocate_buffers(ctx);
allocate_semantic_registers(ctx);
if (ctx->result)

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@ -107,6 +107,8 @@ enum vkd3d_shader_error
VKD3D_SHADER_ERROR_HLSL_INVALID_INDEX = 5012,
VKD3D_SHADER_ERROR_HLSL_INVALID_SEMANTIC = 5013,
VKD3D_SHADER_ERROR_HLSL_INVALID_RETURN = 5014,
VKD3D_SHADER_ERROR_HLSL_OVERLAPPING_RESERVATIONS = 5015,
VKD3D_SHADER_ERROR_HLSL_INVALID_RESERVATION = 5016,
VKD3D_SHADER_WARNING_HLSL_IMPLICIT_TRUNCATION = 5300,
};