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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>
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@ -1907,6 +1907,8 @@ struct vkd3d_push_constant_buffer_binding
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struct vkd3d_shader_phase
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struct vkd3d_shader_phase
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{
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{
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enum VKD3D_SHADER_INSTRUCTION_HANDLER type;
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enum VKD3D_SHADER_INSTRUCTION_HANDLER type;
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unsigned int idx;
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unsigned int instance_count;
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uint32_t function_id;
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uint32_t function_id;
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size_t function_location;
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size_t function_location;
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};
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};
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@ -3829,16 +3831,56 @@ static void vkd3d_dxbc_compiler_emit_initial_declarations(struct vkd3d_dxbc_comp
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vkd3d_dxbc_compiler_emit_shader_signature_outputs(compiler);
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vkd3d_dxbc_compiler_emit_shader_signature_outputs(compiler);
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}
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}
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static const struct vkd3d_shader_phase *vkd3d_dxbc_compiler_get_current_shader_phase(
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static void vkd3d_dxbc_compiler_begin_shader_phase(struct vkd3d_dxbc_compiler *compiler,
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const struct vkd3d_dxbc_compiler *compiler)
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struct vkd3d_shader_phase *phase)
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{
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{
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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uint32_t void_id, function_type_id;
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const char *name;
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phase->function_id = vkd3d_spirv_alloc_id(builder);
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void_id = vkd3d_spirv_get_op_type_void(builder);
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function_type_id = vkd3d_spirv_get_op_type_function(builder, void_id, NULL, 0);
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vkd3d_spirv_build_op_function(builder, void_id, phase->function_id,
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SpvFunctionControlMaskNone, function_type_id);
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vkd3d_spirv_build_op_label(builder, vkd3d_spirv_alloc_id(builder));
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phase->function_location = vkd3d_spirv_stream_current_location(&builder->function_stream);
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switch (phase->type)
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{
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case VKD3DSIH_HS_CONTROL_POINT_PHASE:
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name = "control";
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break;
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case VKD3DSIH_HS_FORK_PHASE:
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name = "fork";
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break;
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case VKD3DSIH_HS_JOIN_PHASE:
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name = "join";
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break;
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default:
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ERR("Invalid phase type %#x.\n", phase->type);
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return;
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}
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vkd3d_spirv_build_op_name(builder, phase->function_id, "%s%u", name, phase->idx);
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}
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static const struct vkd3d_shader_phase *vkd3d_dxbc_compiler_get_current_shader_phase(
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struct vkd3d_dxbc_compiler *compiler)
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{
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struct vkd3d_shader_phase *phase;
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if (!compiler->shader_phase_count)
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if (!compiler->shader_phase_count)
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return NULL;
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return NULL;
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return &compiler->shader_phases[compiler->shader_phase_count - 1];
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phase = &compiler->shader_phases[compiler->shader_phase_count - 1];
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if (!phase->function_id)
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vkd3d_dxbc_compiler_begin_shader_phase(compiler, phase);
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return phase;
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}
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}
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static size_t vkd3d_dxbc_compiler_get_current_function_location(const struct vkd3d_dxbc_compiler *compiler)
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static size_t vkd3d_dxbc_compiler_get_current_function_location(struct vkd3d_dxbc_compiler *compiler)
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{
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{
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const struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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const struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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const struct vkd3d_shader_phase *phase;
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const struct vkd3d_shader_phase *phase;
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@ -4708,14 +4750,10 @@ static void vkd3d_dxbc_compiler_enter_shader_phase(struct vkd3d_dxbc_compiler *c
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const struct vkd3d_shader_instruction *instruction)
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const struct vkd3d_shader_instruction *instruction)
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{
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{
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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uint32_t void_id, function_type_id;
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struct vkd3d_shader_phase *phase;
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struct vkd3d_shader_phase *phase;
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const char *name;
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unsigned int idx;
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unsigned int id;
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id = compiler->shader_phase_count;
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if ((idx = compiler->shader_phase_count))
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if (id)
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vkd3d_spirv_build_op_function_end(builder);
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vkd3d_spirv_build_op_function_end(builder);
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if (!vkd3d_array_reserve((void **)&compiler->shader_phases, &compiler->shader_phases_size,
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if (!vkd3d_array_reserve((void **)&compiler->shader_phases, &compiler->shader_phases_size,
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@ -4724,32 +4762,10 @@ static void vkd3d_dxbc_compiler_enter_shader_phase(struct vkd3d_dxbc_compiler *c
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phase = &compiler->shader_phases[compiler->shader_phase_count++];
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phase = &compiler->shader_phases[compiler->shader_phase_count++];
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phase->type = instruction->handler_idx;
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phase->type = instruction->handler_idx;
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phase->function_id = vkd3d_spirv_alloc_id(builder);
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phase->idx = idx;
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phase->instance_count = 0;
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void_id = vkd3d_spirv_get_op_type_void(builder);
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phase->function_id = 0;
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function_type_id = vkd3d_spirv_get_op_type_function(builder, void_id, NULL, 0);
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phase->function_location = 0;
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vkd3d_spirv_build_op_function(builder, void_id, phase->function_id,
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SpvFunctionControlMaskNone, function_type_id);
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vkd3d_spirv_build_op_label(builder, vkd3d_spirv_alloc_id(builder));
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phase->function_location = vkd3d_spirv_stream_current_location(&builder->function_stream);
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switch (instruction->handler_idx)
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{
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case VKD3DSIH_HS_CONTROL_POINT_PHASE:
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name = "control";
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break;
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case VKD3DSIH_HS_FORK_PHASE:
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name = "fork";
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break;
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case VKD3DSIH_HS_JOIN_PHASE:
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name = "join";
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break;
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default:
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ERR("Invalid shader phase %#x.\n", instruction->handler_idx);
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return;
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}
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vkd3d_spirv_build_op_name(builder, phase->function_id, "%s%u", name, id);
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}
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}
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static void vkd3d_dxbc_compiler_emit_hull_shader_main(struct vkd3d_dxbc_compiler *compiler)
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static void vkd3d_dxbc_compiler_emit_hull_shader_main(struct vkd3d_dxbc_compiler *compiler)
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