mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
vkd3d-shader/ir: Merge all shader IR fork and join phases into a single phase.
Normalise the incoming vkd3d_shader_instruction IR to the shader model 6 pattern. This allows generation of a single patch constant function in SPIR-V.
This commit is contained in:
parent
57d92a15cf
commit
eabdccb117
Notes:
Alexandre Julliard
2023-04-03 22:08:13 +02:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/84
@ -251,6 +251,7 @@ libvkd3d_shader_la_SOURCES = \
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libs/vkd3d-shader/hlsl_constant_ops.c \
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libs/vkd3d-shader/hlsl_sm1.c \
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libs/vkd3d-shader/hlsl_sm4.c \
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libs/vkd3d-shader/ir.c \
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libs/vkd3d-shader/preproc.h \
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libs/vkd3d-shader/sm4.h \
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libs/vkd3d-shader/spirv.c \
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264
libs/vkd3d-shader/ir.c
Normal file
264
libs/vkd3d-shader/ir.c
Normal file
@ -0,0 +1,264 @@
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/*
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* Copyright 2023 Conor McCarthy for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "vkd3d_shader_private.h"
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static inline bool shader_register_is_phase_instance_id(const struct vkd3d_shader_register *reg)
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{
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return reg->type == VKD3DSPR_FORKINSTID || reg->type == VKD3DSPR_JOININSTID;
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}
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static bool shader_instruction_is_dcl(const struct vkd3d_shader_instruction *ins)
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{
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return (VKD3DSIH_DCL <= ins->handler_idx && ins->handler_idx <= VKD3DSIH_DCL_VERTICES_OUT)
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|| ins->handler_idx == VKD3DSIH_HS_DECLS;
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}
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static void vkd3d_shader_instruction_make_nop(struct vkd3d_shader_instruction *ins)
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{
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ins->handler_idx = VKD3DSIH_NOP;
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ins->dst_count = 0;
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ins->src_count = 0;
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ins->dst = NULL;
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ins->src = NULL;
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}
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static void shader_register_eliminate_phase_addressing(struct vkd3d_shader_register *reg,
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unsigned int instance_id)
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{
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unsigned int i;
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for (i = 0; i < ARRAY_SIZE(reg->idx) && reg->idx[i].offset != ~0u; ++i)
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{
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if (reg->idx[i].rel_addr && shader_register_is_phase_instance_id(®->idx[i].rel_addr->reg))
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{
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reg->idx[i].rel_addr = NULL;
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reg->idx[i].offset += instance_id;
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}
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}
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}
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static void shader_instruction_eliminate_phase_instance_id(struct vkd3d_shader_instruction *ins,
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unsigned int instance_id)
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{
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struct vkd3d_shader_register *reg;
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unsigned int i;
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for (i = 0; i < ins->src_count; ++i)
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{
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reg = (struct vkd3d_shader_register *)&ins->src[i].reg;
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if (shader_register_is_phase_instance_id(reg))
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{
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reg->type = VKD3DSPR_IMMCONST;
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reg->precision = VKD3D_SHADER_REGISTER_PRECISION_DEFAULT;
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reg->non_uniform = false;
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reg->idx[0].offset = ~0u;
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reg->idx[0].rel_addr = NULL;
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reg->idx[1].offset = ~0u;
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reg->idx[1].rel_addr = NULL;
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reg->idx[2].offset = ~0u;
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reg->idx[2].rel_addr = NULL;
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reg->immconst_type = VKD3D_IMMCONST_SCALAR;
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reg->u.immconst_uint[0] = instance_id;
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continue;
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}
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shader_register_eliminate_phase_addressing(reg, instance_id);
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}
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for (i = 0; i < ins->dst_count; ++i)
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shader_register_eliminate_phase_addressing((struct vkd3d_shader_register *)&ins->dst[i].reg, instance_id);
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}
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static bool normaliser_is_in_fork_or_join_phase(const struct vkd3d_shader_normaliser *normaliser)
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{
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return normaliser->phase == VKD3DSIH_HS_FORK_PHASE || normaliser->phase == VKD3DSIH_HS_JOIN_PHASE;
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}
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struct shader_phase_location
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{
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unsigned int index;
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unsigned int instance_count;
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unsigned int instruction_count;
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};
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struct shader_phase_location_array
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{
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/* Unlikely worst case: one phase for each component of each output register. */
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struct shader_phase_location locations[MAX_REG_OUTPUT * VKD3D_VEC4_SIZE];
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unsigned int count;
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};
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static void shader_normaliser_eliminate_phase_related_dcls(struct vkd3d_shader_normaliser *normaliser,
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unsigned int index, struct shader_phase_location_array *locations)
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{
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struct vkd3d_shader_instruction *ins = &normaliser->instructions.elements[index];
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struct shader_phase_location *loc;
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bool b;
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if (ins->handler_idx == VKD3DSIH_HS_FORK_PHASE || ins->handler_idx == VKD3DSIH_HS_JOIN_PHASE)
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{
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b = normaliser_is_in_fork_or_join_phase(normaliser);
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/* Reset the phase info. */
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normaliser->phase_body_idx = ~0u;
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normaliser->phase = ins->handler_idx;
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normaliser->instance_count = 1;
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/* Leave the first occurrence and delete the rest. */
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if (b)
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vkd3d_shader_instruction_make_nop(ins);
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return;
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}
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else if (ins->handler_idx == VKD3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT
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|| ins->handler_idx == VKD3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT)
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{
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normaliser->instance_count = ins->declaration.count + !ins->declaration.count;
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vkd3d_shader_instruction_make_nop(ins);
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return;
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}
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else if (ins->handler_idx == VKD3DSIH_DCL_INPUT && shader_register_is_phase_instance_id(
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&ins->declaration.dst.reg))
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{
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vkd3d_shader_instruction_make_nop(ins);
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return;
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}
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else if (ins->handler_idx == VKD3DSIH_DCL_TEMPS && normaliser->phase != VKD3DSIH_INVALID)
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{
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/* Leave only the first temp declaration and set it to the max count later. */
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if (!normaliser->max_temp_count)
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normaliser->temp_dcl_idx = index;
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else
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vkd3d_shader_instruction_make_nop(ins);
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normaliser->max_temp_count = max(normaliser->max_temp_count, ins->declaration.count);
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return;
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}
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if (normaliser->phase == VKD3DSIH_INVALID || shader_instruction_is_dcl(ins))
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return;
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if (normaliser->phase_body_idx == ~0u)
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normaliser->phase_body_idx = index;
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if (ins->handler_idx == VKD3DSIH_RET)
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{
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vkd3d_shader_instruction_make_nop(ins);
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if (locations->count >= ARRAY_SIZE(locations->locations))
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{
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FIXME("Insufficient space for phase location.\n");
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return;
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}
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loc = &locations->locations[locations->count++];
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loc->index = normaliser->phase_body_idx;
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loc->instance_count = normaliser->instance_count;
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loc->instruction_count = index - normaliser->phase_body_idx;
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}
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}
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static enum vkd3d_result shader_normaliser_flatten_phases(struct vkd3d_shader_normaliser *normaliser,
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struct shader_phase_location_array *locations)
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{
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struct shader_phase_location *loc;
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unsigned int i, j, k, end, count;
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for (i = 0, count = 0; i < locations->count; ++i)
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count += (locations->locations[i].instance_count - 1) * locations->locations[i].instruction_count;
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if (!shader_instruction_array_reserve(&normaliser->instructions, normaliser->instructions.count + count))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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end = normaliser->instructions.count;
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normaliser->instructions.count += count;
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for (i = locations->count; i > 0; --i)
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{
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loc = &locations->locations[i - 1];
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j = loc->index + loc->instruction_count;
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memmove(&normaliser->instructions.elements[j + count], &normaliser->instructions.elements[j],
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(end - j) * sizeof(*normaliser->instructions.elements));
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end = j;
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count -= (loc->instance_count - 1) * loc->instruction_count;
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loc->index += count;
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}
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for (i = 0, count = 0; i < locations->count; ++i)
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{
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loc = &locations->locations[i];
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/* Make a copy of the non-dcl instructions for each instance. */
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for (j = 1; j < loc->instance_count; ++j)
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{
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for (k = 0; k < loc->instruction_count; ++k)
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{
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if (!shader_instruction_array_clone_instruction(&normaliser->instructions,
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loc->index + loc->instruction_count * j + k, loc->index + k))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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}
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}
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/* Replace each reference to the instance id with a constant instance id. */
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for (j = 0; j < loc->instance_count; ++j)
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{
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for (k = 0; k < loc->instruction_count; ++k)
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shader_instruction_eliminate_phase_instance_id(
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&normaliser->instructions.elements[loc->index + loc->instruction_count * j + k], j);
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}
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}
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return VKD3D_OK;
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}
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static void shader_instruction_init(struct vkd3d_shader_instruction *ins, enum vkd3d_shader_opcode handler_idx)
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{
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memset(ins, 0, sizeof(*ins));
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ins->handler_idx = handler_idx;
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}
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void shader_normaliser_init(struct vkd3d_shader_normaliser *normaliser,
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struct vkd3d_shader_instruction_array *instructions)
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{
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memset(normaliser, 0, sizeof(*normaliser));
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normaliser->phase = VKD3DSIH_INVALID;
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normaliser->instructions = *instructions;
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memset(instructions, 0, sizeof(*instructions));
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}
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enum vkd3d_result shader_normaliser_flatten_hull_shader_phases(struct vkd3d_shader_normaliser *normaliser)
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{
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struct vkd3d_shader_instruction_array *instructions = &normaliser->instructions;
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struct shader_phase_location_array locations;
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enum vkd3d_result result = VKD3D_OK;
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unsigned int i;
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for (i = 0, locations.count = 0; i < instructions->count; ++i)
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shader_normaliser_eliminate_phase_related_dcls(normaliser, i, &locations);
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if ((result = shader_normaliser_flatten_phases(normaliser, &locations)) < 0)
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return result;
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if (normaliser->phase != VKD3DSIH_INVALID)
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{
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if (normaliser->temp_dcl_idx)
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instructions->elements[normaliser->temp_dcl_idx].declaration.count = normaliser->max_temp_count;
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if (!shader_instruction_array_reserve(&normaliser->instructions, normaliser->instructions.count + 1))
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return VKD3D_ERROR_OUT_OF_MEMORY;
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shader_instruction_init(&instructions->elements[instructions->count++], VKD3DSIH_RET);
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}
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return result;
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}
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void shader_normaliser_destroy(struct vkd3d_shader_normaliser *normaliser)
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{
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shader_instruction_array_destroy(&normaliser->instructions);
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}
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@ -2199,9 +2199,7 @@ struct vkd3d_shader_phase
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{
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enum vkd3d_shader_opcode 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 instance_id;
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size_t function_location;
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};
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@ -2887,12 +2885,6 @@ static bool spirv_compiler_get_register_name(char *buffer, unsigned int buffer_s
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case VKD3DSPR_DEPTHOUTLE:
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snprintf(buffer, buffer_size, "oDepth");
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break;
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case VKD3DSPR_FORKINSTID:
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snprintf(buffer, buffer_size, "vForkInstanceId");
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break;
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case VKD3DSPR_JOININSTID:
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snprintf(buffer, buffer_size, "vJoinInstanceId");
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break;
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case VKD3DSPR_GSINSTID:
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snprintf(buffer, buffer_size, "vGSInstanceID");
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break;
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@ -4333,29 +4325,15 @@ static void spirv_compiler_begin_shader_phase(struct spirv_compiler *compiler,
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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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unsigned int param_count;
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uint32_t param_type_id;
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if (phase->instance_count)
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{
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param_type_id = vkd3d_spirv_get_type_id(builder, VKD3D_SHADER_COMPONENT_UINT, 1);
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param_count = 1;
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}
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else
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{
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param_count = 0;
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}
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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, ¶m_type_id, param_count);
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function_type_id = vkd3d_spirv_get_op_type_function(builder, void_id, ¶m_type_id, 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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if (phase->instance_count)
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phase->instance_id = vkd3d_spirv_build_op_function_parameter(builder, param_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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@ -4772,10 +4750,7 @@ static void spirv_compiler_emit_input_register(struct spirv_compiler *compiler,
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static void spirv_compiler_emit_shader_phase_input(struct spirv_compiler *compiler,
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const struct vkd3d_shader_phase *phase, const struct vkd3d_shader_dst_param *dst)
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{
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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const struct vkd3d_shader_register *reg = &dst->reg;
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struct vkd3d_symbol reg_symbol;
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uint32_t val_id;
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switch (reg->type)
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{
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@ -4787,10 +4762,6 @@ static void spirv_compiler_emit_shader_phase_input(struct spirv_compiler *compil
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case VKD3DSPR_PRIMID:
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spirv_compiler_emit_input_register(compiler, dst);
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return;
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case VKD3DSPR_FORKINSTID:
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case VKD3DSPR_JOININSTID:
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val_id = phase->instance_id;
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break;
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case VKD3DSPR_OUTPOINTID: /* Emitted in spirv_compiler_emit_initial_declarations(). */
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case VKD3DSPR_OUTCONTROLPOINT: /* See spirv_compiler_leave_shader_phase(). */
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return;
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@ -4798,13 +4769,6 @@ static void spirv_compiler_emit_shader_phase_input(struct spirv_compiler *compil
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FIXME("Unhandled shader phase input register %#x.\n", reg->type);
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return;
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}
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vkd3d_symbol_make_register(®_symbol, reg);
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vkd3d_symbol_set_register_info(®_symbol, val_id,
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SpvStorageClassMax /* Intermediate value */,
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VKD3D_SHADER_COMPONENT_UINT, VKD3DSP_WRITEMASK_0);
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spirv_compiler_put_symbol(compiler, ®_symbol);
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spirv_compiler_emit_register_debug_name(builder, val_id, reg);
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}
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static unsigned int spirv_compiler_get_output_variable_index(
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@ -6560,20 +6524,6 @@ static void spirv_compiler_leave_shader_phase(struct spirv_compiler *compiler,
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}
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}
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}
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if (phase->instance_count)
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{
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memset(®, 0, sizeof(reg));
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reg.type = phase->type == VKD3DSIH_HS_FORK_PHASE ? VKD3DSPR_FORKINSTID : VKD3DSPR_JOININSTID;
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reg.idx[0].offset = ~0u;
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reg.idx[1].offset = ~0u;
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vkd3d_symbol_make_register(®_symbol, ®);
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if ((entry = rb_get(&compiler->symbol_table, ®_symbol)))
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{
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rb_remove(&compiler->symbol_table, entry);
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vkd3d_symbol_free(entry, NULL);
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}
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}
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}
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static void spirv_compiler_enter_shader_phase(struct spirv_compiler *compiler,
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@ -6592,34 +6542,12 @@ static void spirv_compiler_enter_shader_phase(struct spirv_compiler *compiler,
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phase->type = instruction->handler_idx;
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phase->idx = compiler->shader_phase_count;
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phase->instance_count = 0;
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phase->function_id = 0;
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phase->instance_id = 0;
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phase->function_location = 0;
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++compiler->shader_phase_count;
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}
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static int spirv_compiler_emit_shader_phase_instance_count(struct spirv_compiler *compiler,
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const struct vkd3d_shader_instruction *instruction)
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{
|
||||
struct vkd3d_shader_phase *phase = &compiler->shader_phases[compiler->shader_phase_count - 1];
|
||||
|
||||
if (!compiler->shader_phase_count
|
||||
|| (phase->type != VKD3DSIH_HS_FORK_PHASE && phase->type != VKD3DSIH_HS_JOIN_PHASE)
|
||||
|| phase->function_id)
|
||||
{
|
||||
WARN("Unexpected dcl_hs_{fork,join}_phase_instance_count instruction.\n");
|
||||
return VKD3D_ERROR_INVALID_SHADER;
|
||||
}
|
||||
|
||||
phase->instance_count = instruction->declaration.count;
|
||||
|
||||
spirv_compiler_begin_shader_phase(compiler, phase);
|
||||
|
||||
return VKD3D_OK;
|
||||
}
|
||||
|
||||
static const struct vkd3d_shader_phase *spirv_compiler_get_control_point_phase(
|
||||
struct spirv_compiler *compiler)
|
||||
{
|
||||
@ -6851,12 +6779,27 @@ static void spirv_compiler_emit_shader_epilogue_invocation(struct spirv_compiler
|
||||
}
|
||||
}
|
||||
|
||||
static const struct vkd3d_shader_phase *spirv_compiler_get_fork_or_join_phase(
|
||||
struct spirv_compiler *compiler)
|
||||
{
|
||||
const struct vkd3d_shader_phase *phase;
|
||||
|
||||
assert(compiler->shader_phase_count);
|
||||
|
||||
phase = &compiler->shader_phases[0];
|
||||
if (is_control_point_phase(phase))
|
||||
{
|
||||
assert(compiler->shader_phase_count > 1);
|
||||
phase = &compiler->shader_phases[1];
|
||||
}
|
||||
|
||||
return phase;
|
||||
}
|
||||
|
||||
static void spirv_compiler_emit_hull_shader_main(struct spirv_compiler *compiler)
|
||||
{
|
||||
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
|
||||
const struct vkd3d_shader_phase *control_point_phase, *phase;
|
||||
uint32_t phase_instance_id;
|
||||
unsigned int i, j;
|
||||
const struct vkd3d_shader_phase *control_point_phase;
|
||||
uint32_t void_id;
|
||||
|
||||
vkd3d_spirv_builder_begin_main_function(builder);
|
||||
@ -6873,26 +6816,11 @@ static void spirv_compiler_emit_hull_shader_main(struct spirv_compiler *compiler
|
||||
if (compiler->use_vocp)
|
||||
spirv_compiler_emit_hull_shader_barrier(compiler);
|
||||
|
||||
for (i = 0; i < compiler->shader_phase_count; ++i)
|
||||
{
|
||||
phase = &compiler->shader_phases[i];
|
||||
if (is_control_point_phase(phase))
|
||||
continue;
|
||||
|
||||
if (phase->instance_count)
|
||||
{
|
||||
for (j = 0; j < phase->instance_count; ++j)
|
||||
{
|
||||
phase_instance_id = spirv_compiler_get_constant_uint(compiler, j);
|
||||
vkd3d_spirv_build_op_function_call(builder,
|
||||
void_id, phase->function_id, &phase_instance_id, 1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
vkd3d_spirv_build_op_function_call(builder, void_id, phase->function_id, NULL, 0);
|
||||
}
|
||||
}
|
||||
/* TODO: only call the patch constant function for invocation 0. The simplest way
|
||||
* is to avoid use of private variables there, otherwise we would need a separate
|
||||
* patch constant epilogue also only called from invocation 0. */
|
||||
vkd3d_spirv_build_op_function_call(builder, void_id, spirv_compiler_get_fork_or_join_phase(compiler)->function_id,
|
||||
NULL, 0);
|
||||
|
||||
spirv_compiler_emit_shader_epilogue_invocation(compiler);
|
||||
vkd3d_spirv_build_op_return(builder);
|
||||
@ -9699,10 +9627,6 @@ static int spirv_compiler_handle_instruction(struct spirv_compiler *compiler,
|
||||
case VKD3DSIH_DCL_THREAD_GROUP:
|
||||
spirv_compiler_emit_dcl_thread_group(compiler, instruction);
|
||||
break;
|
||||
case VKD3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT:
|
||||
case VKD3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT:
|
||||
ret = spirv_compiler_emit_shader_phase_instance_count(compiler, instruction);
|
||||
break;
|
||||
case VKD3DSIH_HS_CONTROL_POINT_PHASE:
|
||||
case VKD3DSIH_HS_FORK_PHASE:
|
||||
case VKD3DSIH_HS_JOIN_PHASE:
|
||||
@ -9951,22 +9875,37 @@ int spirv_compiler_generate_spirv(struct spirv_compiler *compiler,
|
||||
const struct vkd3d_shader_compile_info *compile_info, struct vkd3d_shader_parser *parser,
|
||||
struct vkd3d_shader_code *spirv)
|
||||
{
|
||||
const struct vkd3d_shader_instruction_array *instructions = &parser->instructions;
|
||||
const struct vkd3d_shader_spirv_target_info *info = compiler->spirv_target_info;
|
||||
struct vkd3d_shader_instruction_array *instructions = &parser->instructions;
|
||||
const struct vkd3d_shader_spirv_domain_shader_target_info *ds_info;
|
||||
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
|
||||
struct vkd3d_shader_normaliser normaliser;
|
||||
const struct vkd3d_shader_phase *phase;
|
||||
enum vkd3d_result result = VKD3D_OK;
|
||||
unsigned int i;
|
||||
|
||||
compiler->location.column = 0;
|
||||
for (i = 0; i < instructions->count; ++i)
|
||||
compiler->location.line = 1;
|
||||
|
||||
if (compiler->shader_type == VKD3D_SHADER_TYPE_HULL)
|
||||
{
|
||||
shader_normaliser_init(&normaliser, instructions);
|
||||
result = shader_normaliser_flatten_hull_shader_phases(&normaliser);
|
||||
instructions = &normaliser.instructions;
|
||||
}
|
||||
|
||||
for (i = 0; i < instructions->count && result >= 0; ++i)
|
||||
{
|
||||
compiler->location.line = i + 1;
|
||||
if ((result = spirv_compiler_handle_instruction(compiler, &instructions->elements[i])) < 0)
|
||||
return result;
|
||||
result = spirv_compiler_handle_instruction(compiler, &instructions->elements[i]);
|
||||
}
|
||||
|
||||
if (instructions == &normaliser.instructions)
|
||||
shader_normaliser_destroy(&normaliser);
|
||||
|
||||
if (result < 0)
|
||||
return result;
|
||||
|
||||
if ((phase = spirv_compiler_get_current_shader_phase(compiler)))
|
||||
spirv_compiler_leave_shader_phase(compiler, phase);
|
||||
else
|
||||
@ -10036,7 +9975,6 @@ void spirv_compiler_destroy(struct spirv_compiler *compiler)
|
||||
|
||||
rb_destroy(&compiler->symbol_table, vkd3d_symbol_free, NULL);
|
||||
|
||||
vkd3d_free(compiler->shader_phases);
|
||||
vkd3d_free(compiler->spec_constants);
|
||||
|
||||
vkd3d_string_buffer_cache_cleanup(&compiler->string_buffers);
|
||||
|
@ -1644,6 +1644,84 @@ bool shader_instruction_array_add_icb(struct vkd3d_shader_instruction_array *ins
|
||||
return true;
|
||||
}
|
||||
|
||||
static struct vkd3d_shader_src_param *shader_instruction_array_clone_src_params(
|
||||
struct vkd3d_shader_instruction_array *instructions, const struct vkd3d_shader_src_param *params,
|
||||
unsigned int count);
|
||||
|
||||
static bool shader_register_clone_relative_addresses(struct vkd3d_shader_register *reg,
|
||||
struct vkd3d_shader_instruction_array *instructions)
|
||||
{
|
||||
unsigned int i;
|
||||
|
||||
for (i = 0; i < ARRAY_SIZE(reg->idx) && reg->idx[i].offset != ~0u; ++i)
|
||||
{
|
||||
if (!reg->idx[i].rel_addr)
|
||||
continue;
|
||||
|
||||
if (!(reg->idx[i].rel_addr = shader_instruction_array_clone_src_params(instructions, reg->idx[i].rel_addr, 1)))
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
static struct vkd3d_shader_dst_param *shader_instruction_array_clone_dst_params(
|
||||
struct vkd3d_shader_instruction_array *instructions, const struct vkd3d_shader_dst_param *params,
|
||||
unsigned int count)
|
||||
{
|
||||
struct vkd3d_shader_dst_param *dst_params;
|
||||
unsigned int i;
|
||||
|
||||
if (!(dst_params = shader_dst_param_allocator_get(&instructions->dst_params, count)))
|
||||
return NULL;
|
||||
|
||||
memcpy(dst_params, params, count * sizeof(*params));
|
||||
for (i = 0; i < count; ++i)
|
||||
{
|
||||
if (!shader_register_clone_relative_addresses(&dst_params[i].reg, instructions))
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return dst_params;
|
||||
}
|
||||
|
||||
static struct vkd3d_shader_src_param *shader_instruction_array_clone_src_params(
|
||||
struct vkd3d_shader_instruction_array *instructions, const struct vkd3d_shader_src_param *params,
|
||||
unsigned int count)
|
||||
{
|
||||
struct vkd3d_shader_src_param *src_params;
|
||||
unsigned int i;
|
||||
|
||||
if (!(src_params = shader_src_param_allocator_get(&instructions->src_params, count)))
|
||||
return NULL;
|
||||
|
||||
memcpy(src_params, params, count * sizeof(*params));
|
||||
for (i = 0; i < count; ++i)
|
||||
{
|
||||
if (!shader_register_clone_relative_addresses(&src_params[i].reg, instructions))
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return src_params;
|
||||
}
|
||||
|
||||
/* NOTE: Immediate constant buffers are not cloned, so the source must not be destroyed while the
|
||||
* destination is in use. This seems like a reasonable requirement given how this is currently used. */
|
||||
bool shader_instruction_array_clone_instruction(struct vkd3d_shader_instruction_array *instructions,
|
||||
unsigned int dst, unsigned int src)
|
||||
{
|
||||
struct vkd3d_shader_instruction *ins = &instructions->elements[dst];
|
||||
|
||||
*ins = instructions->elements[src];
|
||||
|
||||
if (ins->dst_count && ins->dst && !(ins->dst = shader_instruction_array_clone_dst_params(instructions,
|
||||
ins->dst, ins->dst_count)))
|
||||
return false;
|
||||
|
||||
return !ins->src_count || !!(ins->src = shader_instruction_array_clone_src_params(instructions,
|
||||
ins->src, ins->src_count));
|
||||
}
|
||||
|
||||
void shader_instruction_array_destroy(struct vkd3d_shader_instruction_array *instructions)
|
||||
{
|
||||
unsigned int i;
|
||||
|
@ -981,6 +981,8 @@ bool shader_instruction_array_init(struct vkd3d_shader_instruction_array *instru
|
||||
bool shader_instruction_array_reserve(struct vkd3d_shader_instruction_array *instructions, unsigned int reserve);
|
||||
bool shader_instruction_array_add_icb(struct vkd3d_shader_instruction_array *instructions,
|
||||
struct vkd3d_shader_immediate_constant_buffer *icb);
|
||||
bool shader_instruction_array_clone_instruction(struct vkd3d_shader_instruction_array *instructions,
|
||||
unsigned int dst, unsigned int src);
|
||||
void shader_instruction_array_destroy(struct vkd3d_shader_instruction_array *instructions);
|
||||
|
||||
struct vkd3d_shader_parser
|
||||
@ -1323,4 +1325,21 @@ void dxbc_writer_add_section(struct dxbc_writer *dxbc, uint32_t tag, const void
|
||||
void dxbc_writer_init(struct dxbc_writer *dxbc);
|
||||
int dxbc_writer_write(struct dxbc_writer *dxbc, struct vkd3d_shader_code *code);
|
||||
|
||||
struct vkd3d_shader_normaliser
|
||||
{
|
||||
struct vkd3d_shader_instruction_array instructions;
|
||||
|
||||
unsigned int max_temp_count;
|
||||
unsigned int temp_dcl_idx;
|
||||
|
||||
unsigned int instance_count;
|
||||
unsigned int phase_body_idx;
|
||||
enum vkd3d_shader_opcode phase;
|
||||
};
|
||||
|
||||
void shader_normaliser_init(struct vkd3d_shader_normaliser *normaliser,
|
||||
struct vkd3d_shader_instruction_array *instructions);
|
||||
enum vkd3d_result shader_normaliser_flatten_hull_shader_phases(struct vkd3d_shader_normaliser *normaliser);
|
||||
void shader_normaliser_destroy(struct vkd3d_shader_normaliser *normaliser);
|
||||
|
||||
#endif /* __VKD3D_SHADER_PRIVATE_H */
|
||||
|
Loading…
Reference in New Issue
Block a user