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vkd3d-shader/dxil: Implement the DXIL LOAD instruction.
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Notes:
Alexandre Julliard
2023-11-22 22:48:50 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/471
@ -2207,6 +2207,18 @@ static bool sm6_value_validate_is_pointer(const struct sm6_value *value, struct
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return true;
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}
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static bool sm6_value_validate_is_numeric(const struct sm6_value *value, struct sm6_parser *sm6)
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{
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if (!sm6_type_is_numeric(value->type))
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{
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WARN("Operand result type class %u is not numeric.\n", value->type->class);
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vkd3d_shader_parser_error(&sm6->p, VKD3D_SHADER_ERROR_DXIL_INVALID_OPERAND,
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"A numeric operand passed to a DXIL instruction is not numeric.");
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return false;
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}
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return true;
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}
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static bool sm6_value_validate_is_bool(const struct sm6_value *value, struct sm6_parser *sm6)
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{
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const struct sm6_type *type = value->type;
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@ -3989,6 +4001,57 @@ static void sm6_parser_emit_gep(struct sm6_parser *sm6, const struct dxil_record
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ins->handler_idx = VKD3DSIH_NOP;
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}
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static void sm6_parser_emit_load(struct sm6_parser *sm6, const struct dxil_record *record,
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struct vkd3d_shader_instruction *ins, struct sm6_value *dst)
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{
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const struct sm6_type *elem_type = NULL, *pointee_type;
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struct vkd3d_shader_src_param *src_param;
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unsigned int alignment, i = 0;
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const struct sm6_value *ptr;
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uint64_t alignment_code;
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if (!(ptr = sm6_parser_get_value_by_ref(sm6, record, NULL, &i)))
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return;
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if (!sm6_value_validate_is_register(ptr, sm6)
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|| !sm6_value_validate_is_pointer(ptr, sm6)
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|| !dxil_record_validate_operand_count(record, i + 2, i + 3, sm6))
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return;
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if (record->operand_count > i + 2 && !(elem_type = sm6_parser_get_type(sm6, record->operands[i++])))
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return;
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if (!elem_type)
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{
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elem_type = ptr->type->u.pointer.type;
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}
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else if (elem_type != (pointee_type = ptr->type->u.pointer.type))
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{
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WARN("Type mismatch.\n");
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vkd3d_shader_parser_warning(&sm6->p, VKD3D_SHADER_WARNING_DXIL_TYPE_MISMATCH,
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"Type mismatch in pointer load arguments.");
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}
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dst->type = elem_type;
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if (!sm6_value_validate_is_numeric(dst, sm6))
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return;
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alignment_code = record->operands[i++];
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if (!bitcode_parse_alignment(alignment_code, &alignment))
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WARN("Invalid alignment %"PRIu64".\n", alignment_code);
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if (record->operands[i])
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WARN("Ignoring volatile modifier.\n");
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vsir_instruction_init(ins, &sm6->p.location, VKD3DSIH_MOV);
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src_param = instruction_src_params_alloc(ins, 1, sm6);
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src_param_init_from_value(&src_param[0], ptr);
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src_param->reg.alignment = alignment;
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instruction_dst_param_init_ssa_scalar(ins, sm6);
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}
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static void sm6_parser_emit_ret(struct sm6_parser *sm6, const struct dxil_record *record,
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struct sm6_block *code_block, struct vkd3d_shader_instruction *ins)
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{
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@ -4194,6 +4257,9 @@ static enum vkd3d_result sm6_parser_function_init(struct sm6_parser *sm6, const
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case FUNC_CODE_INST_GEP:
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sm6_parser_emit_gep(sm6, record, ins, dst);
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break;
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case FUNC_CODE_INST_LOAD:
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sm6_parser_emit_load(sm6, record, ins, dst);
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break;
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case FUNC_CODE_INST_RET:
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sm6_parser_emit_ret(sm6, record, code_block, ins);
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is_terminator = true;
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@ -309,6 +309,7 @@ void vsir_register_init(struct vkd3d_shader_register *reg, enum vkd3d_shader_reg
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reg->idx[2].is_in_bounds = false;
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reg->idx_count = idx_count;
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reg->dimension = VSIR_DIMENSION_SCALAR;
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reg->alignment = 0;
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}
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void vsir_instruction_init(struct vkd3d_shader_instruction *ins, const struct vkd3d_shader_location *location,
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@ -3525,6 +3525,9 @@ static void spirv_compiler_emit_dereference_register(struct spirv_compiler *comp
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indexes[index_count++] = spirv_compiler_emit_register_addressing(compiler, ®->idx[0]);
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}
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if (reg->alignment)
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WARN("Ignoring alignment %u.\n", reg->alignment);
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if (index_count)
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{
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component_count = vkd3d_write_mask_component_count(register_info->write_mask);
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@ -827,6 +827,8 @@ struct vkd3d_shader_register
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struct vkd3d_shader_register_index idx[3];
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unsigned int idx_count;
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enum vsir_dimension dimension;
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/* known address alignment for optimisation, or zero */
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unsigned int alignment;
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union
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{
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DWORD immconst_uint[VKD3D_VEC4_SIZE];
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@ -137,4 +137,4 @@ float4 main() : sv_target
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[test]
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uniform 0 float 3
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todo(sm>=6) draw quad
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todo(sm>=6) probe all rgba (12, 13, 14, 15)
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probe all rgba (12, 13, 14, 15)
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