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vkd3d-shader/d3dbc: Normalise I/O register write masks when not disassembling.
Sometimes SM1-3 shaders contain write masks that exceed the signature element masks. That happens because SM1-3 shaders do not have a concept of signature and signature masks, and OTOH aren't always able to express any given write mask. In VSIR we don't want to deal with I/O register masks exceeding the corresponding signature element mask or usage mask, because, for instance, for higher shader models it can complicate dealing with DCL_INDEX_RANGE. In order to have uniform rules for all shader models we normalise masks coming from SM1-3 shaders. We don't do that normalisation when disassembling, in order to preserve the expected output.
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Notes:
Henri Verbeet
2024-12-12 17:48:46 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1311
@ -633,7 +633,32 @@ static void add_signature_mask(struct vkd3d_shader_sm1_parser *sm1, bool output,
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return;
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return;
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}
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}
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/* Normally VSIR mandates that the register mask is a subset of the usage
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* mask, and the usage mask is a subset of the signature mask. This is
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* doesn't always happen with SM1-3 registers, because of the limited
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* flexibility with expressing swizzles.
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*
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* For example it's easy to find shaders like this:
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* ps_3_0
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* [...]
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* dcl_texcoord0 v0
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* [...]
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* texld r2.xyzw, v0.xyzw, s1.xyzw
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* [...]
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*
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* The dcl_textcoord0 instruction secretly has a .xy mask, which is used to
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* compute the signature mask, but the texld instruction apparently uses all
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* the components. Of course the last two components are ignored, but
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* formally they seem to be used. So we end up with a signature element with
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* mask .xy and usage mask .xyzw.
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*
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* In order to avoid this problem, when generating VSIR code with SM4
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* normalisation level we remove the unused components in the write mask. We
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* don't do that when targetting the SM1 normalisation level (i.e., when
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* disassembling) so as to generate the same disassembly code as native. */
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element->used_mask |= mask;
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element->used_mask |= mask;
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if (program->normalisation_level >= VSIR_NORMALISED_SM4)
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element->used_mask &= element->mask;
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}
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}
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static bool add_signature_element_from_register(struct vkd3d_shader_sm1_parser *sm1,
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static bool add_signature_element_from_register(struct vkd3d_shader_sm1_parser *sm1,
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@ -1265,6 +1290,7 @@ static enum vkd3d_result shader_sm1_init(struct vkd3d_shader_sm1_parser *sm1, st
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const struct vkd3d_shader_compile_info *compile_info, struct vkd3d_shader_message_context *message_context)
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const struct vkd3d_shader_compile_info *compile_info, struct vkd3d_shader_message_context *message_context)
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{
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{
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const struct vkd3d_shader_location location = {.source_name = compile_info->source_name};
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const struct vkd3d_shader_location location = {.source_name = compile_info->source_name};
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enum vsir_normalisation_level normalisation_level;
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const uint32_t *code = compile_info->source.code;
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const uint32_t *code = compile_info->source.code;
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size_t code_size = compile_info->source.size;
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size_t code_size = compile_info->source.size;
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struct vkd3d_shader_version version;
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struct vkd3d_shader_version version;
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@ -1315,9 +1341,13 @@ static enum vkd3d_result shader_sm1_init(struct vkd3d_shader_sm1_parser *sm1, st
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sm1->start = &code[1];
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sm1->start = &code[1];
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sm1->end = &code[token_count];
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sm1->end = &code[token_count];
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normalisation_level = VSIR_NORMALISED_SM1;
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if (compile_info->target_type != VKD3D_SHADER_TARGET_D3D_ASM)
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normalisation_level = VSIR_NORMALISED_SM4;
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/* Estimate instruction count to avoid reallocation in most shaders. */
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/* Estimate instruction count to avoid reallocation in most shaders. */
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if (!vsir_program_init(program, compile_info, &version,
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if (!vsir_program_init(program, compile_info, &version,
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code_size != ~(size_t)0 ? token_count / 4u + 4 : 16, VSIR_CF_STRUCTURED, VSIR_NORMALISED_SM4))
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code_size != ~(size_t)0 ? token_count / 4u + 4 : 16, VSIR_CF_STRUCTURED, normalisation_level))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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return VKD3D_ERROR_OUT_OF_MEMORY;
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vkd3d_shader_parser_init(&sm1->p, program, message_context, compile_info->source_name);
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vkd3d_shader_parser_init(&sm1->p, program, message_context, compile_info->source_name);
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@ -8098,29 +8098,20 @@ static void vsir_validate_signature_element(struct validation_context *ctx,
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"element %u of %s signature: Non-contiguous mask %#x.",
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"element %u of %s signature: Non-contiguous mask %#x.",
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idx, signature_type_name, element->mask);
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idx, signature_type_name, element->mask);
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/* Here we'd likely want to validate that the usage mask is a subset of the
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if (ctx->program->normalisation_level >= VSIR_NORMALISED_SM4)
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* signature mask. Unfortunately the D3DBC parser sometimes violates this.
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{
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* For example I've seen a shader like this:
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if ((element->used_mask & element->mask) != element->used_mask)
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* ps_3_0
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validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SIGNATURE,
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* [...]
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"element %u of %s signature: Invalid usage mask %#x with mask %#x.",
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* dcl_texcoord0 v0
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idx, signature_type_name, element->used_mask, element->mask);
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* [...]
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}
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* texld r2.xyzw, v0.xyzw, s1.xyzw
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else
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* [...]
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{
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*
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if (element->used_mask & ~0xf)
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* The dcl_textcoord0 instruction secretly has a .xy mask, which is used to
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validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SIGNATURE,
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* compute the signature mask, but the texld instruction apparently uses all
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"element %u of %s signature: Invalid usage mask %#x.",
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* the components. Of course the last two components are ignored, but
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idx, signature_type_name, element->used_mask);
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* formally they seem to be used. So we end up with a signature element with
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}
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* mask .xy and usage mask .xyzw.
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*
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* The correct fix would probably be to make the D3DBC parser aware of which
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* components are really used for each instruction, but that would take some
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* time. */
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if (element->used_mask & ~0xf)
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validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SIGNATURE,
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"element %u of %s signature: Invalid usage mask %#x.",
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idx, signature_type_name, element->used_mask);
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switch (element->sysval_semantic)
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switch (element->sysval_semantic)
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{
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{
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@ -1411,6 +1411,7 @@ enum vsir_control_flow_type
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enum vsir_normalisation_level
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enum vsir_normalisation_level
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{
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{
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VSIR_NORMALISED_SM1,
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VSIR_NORMALISED_SM4,
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VSIR_NORMALISED_SM4,
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VSIR_NORMALISED_HULL_CONTROL_POINT_IO,
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VSIR_NORMALISED_HULL_CONTROL_POINT_IO,
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VSIR_NORMALISED_SM6,
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VSIR_NORMALISED_SM6,
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