vkd3d-shader: Delay generating functions for shader phases.

Mainly in order to wait for dcl_hs_{fork,join}_phase_instance_count.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2019-02-07 09:59:14 +01:00 committed by Alexandre Julliard
parent f5fd7ce046
commit e88b73797b

View File

@ -1907,6 +1907,8 @@ struct vkd3d_push_constant_buffer_binding
struct vkd3d_shader_phase
{
enum VKD3D_SHADER_INSTRUCTION_HANDLER type;
unsigned int idx;
unsigned int instance_count;
uint32_t function_id;
size_t function_location;
};
@ -3829,16 +3831,56 @@ static void vkd3d_dxbc_compiler_emit_initial_declarations(struct vkd3d_dxbc_comp
vkd3d_dxbc_compiler_emit_shader_signature_outputs(compiler);
}
static const struct vkd3d_shader_phase *vkd3d_dxbc_compiler_get_current_shader_phase(
const struct vkd3d_dxbc_compiler *compiler)
static void vkd3d_dxbc_compiler_begin_shader_phase(struct vkd3d_dxbc_compiler *compiler,
struct vkd3d_shader_phase *phase)
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
uint32_t void_id, function_type_id;
const char *name;
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, NULL, 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);
switch (phase->type)
{
case VKD3DSIH_HS_CONTROL_POINT_PHASE:
name = "control";
break;
case VKD3DSIH_HS_FORK_PHASE:
name = "fork";
break;
case VKD3DSIH_HS_JOIN_PHASE:
name = "join";
break;
default:
ERR("Invalid phase type %#x.\n", phase->type);
return;
}
vkd3d_spirv_build_op_name(builder, phase->function_id, "%s%u", name, phase->idx);
}
static const struct vkd3d_shader_phase *vkd3d_dxbc_compiler_get_current_shader_phase(
struct vkd3d_dxbc_compiler *compiler)
{
struct vkd3d_shader_phase *phase;
if (!compiler->shader_phase_count)
return NULL;
return &compiler->shader_phases[compiler->shader_phase_count - 1];
phase = &compiler->shader_phases[compiler->shader_phase_count - 1];
if (!phase->function_id)
vkd3d_dxbc_compiler_begin_shader_phase(compiler, phase);
return phase;
}
static size_t vkd3d_dxbc_compiler_get_current_function_location(const struct vkd3d_dxbc_compiler *compiler)
static size_t vkd3d_dxbc_compiler_get_current_function_location(struct vkd3d_dxbc_compiler *compiler)
{
const struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
const struct vkd3d_shader_phase *phase;
@ -4708,14 +4750,10 @@ static void vkd3d_dxbc_compiler_enter_shader_phase(struct vkd3d_dxbc_compiler *c
const struct vkd3d_shader_instruction *instruction)
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
uint32_t void_id, function_type_id;
struct vkd3d_shader_phase *phase;
const char *name;
unsigned int id;
unsigned int idx;
id = compiler->shader_phase_count;
if (id)
if ((idx = compiler->shader_phase_count))
vkd3d_spirv_build_op_function_end(builder);
if (!vkd3d_array_reserve((void **)&compiler->shader_phases, &compiler->shader_phases_size,
@ -4724,32 +4762,10 @@ static void vkd3d_dxbc_compiler_enter_shader_phase(struct vkd3d_dxbc_compiler *c
phase = &compiler->shader_phases[compiler->shader_phase_count++];
phase->type = instruction->handler_idx;
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, NULL, 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);
switch (instruction->handler_idx)
{
case VKD3DSIH_HS_CONTROL_POINT_PHASE:
name = "control";
break;
case VKD3DSIH_HS_FORK_PHASE:
name = "fork";
break;
case VKD3DSIH_HS_JOIN_PHASE:
name = "join";
break;
default:
ERR("Invalid shader phase %#x.\n", instruction->handler_idx);
return;
}
vkd3d_spirv_build_op_name(builder, phase->function_id, "%s%u", name, id);
phase->idx = idx;
phase->instance_count = 0;
phase->function_id = 0;
phase->function_location = 0;
}
static void vkd3d_dxbc_compiler_emit_hull_shader_main(struct vkd3d_dxbc_compiler *compiler)