vkd3d-shader: Make sure that InvocationId is emitted once in hull shaders.

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 2019-06-12 14:08:03 +02:00 committed by Alexandre Julliard
parent a81729cf88
commit ecdcb5c1b1

View File

@ -3630,6 +3630,29 @@ static const struct vkd3d_shader_signature_element *vkd3d_find_signature_element
return NULL; return NULL;
} }
static uint32_t vkd3d_dxbc_compiler_get_invocation_id(struct vkd3d_dxbc_compiler *compiler)
{
struct vkd3d_shader_register r;
assert(compiler->shader_type == VKD3D_SHADER_TYPE_HULL);
memset(&r, 0, sizeof(r));
r.type = VKD3DSPR_OUTPOINTID;
r.idx[0].offset = ~0u;
r.idx[1].offset = ~0u;
return vkd3d_dxbc_compiler_get_register_id(compiler, &r);
}
static uint32_t vkd3d_dxbc_compiler_emit_load_invocation_id(struct vkd3d_dxbc_compiler *compiler)
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
uint32_t type_id, id;
id = vkd3d_dxbc_compiler_get_invocation_id(compiler);
type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_INT, 1);
return vkd3d_spirv_build_op_load(builder, type_id, id, SpvMemoryAccessMaskNone);
}
static void vkd3d_dxbc_compiler_emit_shader_phase_name(struct vkd3d_dxbc_compiler *compiler, static void vkd3d_dxbc_compiler_emit_shader_phase_name(struct vkd3d_dxbc_compiler *compiler,
uint32_t id, const struct vkd3d_shader_phase *phase, const char *suffix) uint32_t id, const struct vkd3d_shader_phase *phase, const char *suffix)
{ {
@ -4055,7 +4078,6 @@ static void vkd3d_dxbc_compiler_emit_shader_phase_input(struct vkd3d_dxbc_compil
case VKD3DSPR_INPUT: case VKD3DSPR_INPUT:
vkd3d_dxbc_compiler_emit_input(compiler, dst, VKD3D_SIV_NONE, VKD3DSIM_NONE); vkd3d_dxbc_compiler_emit_input(compiler, dst, VKD3D_SIV_NONE, VKD3DSIM_NONE);
return; return;
case VKD3DSPR_OUTPOINTID:
case VKD3DSPR_PRIMID: case VKD3DSPR_PRIMID:
vkd3d_dxbc_compiler_emit_input_register(compiler, dst); vkd3d_dxbc_compiler_emit_input_register(compiler, dst);
return; return;
@ -4063,8 +4085,8 @@ static void vkd3d_dxbc_compiler_emit_shader_phase_input(struct vkd3d_dxbc_compil
case VKD3DSPR_JOININSTID: case VKD3DSPR_JOININSTID:
val_id = phase->instance_id; val_id = phase->instance_id;
break; break;
case VKD3DSPR_OUTCONTROLPOINT: case VKD3DSPR_OUTPOINTID: /* Emitted in vkd3d_dxbc_compiler_emit_initial_declarations(). */
/* See vkd3d_dxbc_compiler_leave_shader_phase(). */ case VKD3DSPR_OUTCONTROLPOINT: /* See vkd3d_dxbc_compiler_leave_shader_phase(). */
return; return;
default: default:
FIXME("Unhandled shader phase input register %#x.\n", reg->type); FIXME("Unhandled shader phase input register %#x.\n", reg->type);
@ -4355,14 +4377,7 @@ static void vkd3d_dxbc_compiler_emit_output(struct vkd3d_dxbc_compiler *compiler
reg_symbol.info.reg.is_aggregate = use_private_variable ? false : array_size; reg_symbol.info.reg.is_aggregate = use_private_variable ? false : array_size;
if (!use_private_variable && is_control_point_phase(phase)) if (!use_private_variable && is_control_point_phase(phase))
{ {
struct vkd3d_shader_register r; reg_symbol.info.reg.member_idx = vkd3d_dxbc_compiler_get_invocation_id(compiler);
memset(&r, 0, sizeof(r));
r.type = VKD3DSPR_OUTPOINTID;
r.idx[0].offset = ~0u;
r.idx[1].offset = ~0u;
reg_symbol.info.reg.member_idx = vkd3d_dxbc_compiler_get_register_id(compiler, &r);
reg_symbol.info.reg.is_dynamically_indexed = true; reg_symbol.info.reg.is_dynamically_indexed = true;
} }
vkd3d_dxbc_compiler_put_symbol(compiler, &reg_symbol); vkd3d_dxbc_compiler_put_symbol(compiler, &reg_symbol);
@ -4548,19 +4563,7 @@ static void vkd3d_dxbc_compiler_emit_shader_epilogue_function(struct vkd3d_dxbc_
} }
if (is_control_point_phase(phase)) if (is_control_point_phase(phase))
{ output_index_id = vkd3d_dxbc_compiler_emit_load_invocation_id(compiler);
struct vkd3d_shader_register r;
uint32_t invocation_id;
memset(&r, 0, sizeof(r));
r.type = VKD3DSPR_OUTPOINTID;
r.idx[0].offset = ~0u;
r.idx[1].offset = ~0u;
type_id = vkd3d_spirv_get_type_id(builder, VKD3D_TYPE_INT, 1);
invocation_id = vkd3d_dxbc_compiler_get_register_id(compiler, &r);
output_index_id = vkd3d_spirv_build_op_load(builder, type_id, invocation_id, SpvMemoryAccessMaskNone);
}
for (i = 0; i < signature->element_count; ++i) for (i = 0; i < signature->element_count; ++i)
{ {
@ -4583,6 +4586,18 @@ static void vkd3d_dxbc_compiler_emit_shader_epilogue_function(struct vkd3d_dxbc_
compiler->epilogue_function_id = 0; compiler->epilogue_function_id = 0;
} }
static void vkd3d_dxbc_compiler_emit_hull_shader_builtins(struct vkd3d_dxbc_compiler *compiler)
{
struct vkd3d_shader_dst_param dst;
memset(&dst, 0, sizeof(dst));
dst.reg.type = VKD3DSPR_OUTPOINTID;
dst.reg.idx[0].offset = ~0u;
dst.reg.idx[1].offset = ~0u;
dst.write_mask = VKD3DSP_WRITEMASK_0;
vkd3d_dxbc_compiler_emit_input_register(compiler, &dst);
}
static void vkd3d_dxbc_compiler_emit_initial_declarations(struct vkd3d_dxbc_compiler *compiler) static void vkd3d_dxbc_compiler_emit_initial_declarations(struct vkd3d_dxbc_compiler *compiler)
{ {
const struct vkd3d_shader_transform_feedback_info *xfb_info = compiler->xfb_info; const struct vkd3d_shader_transform_feedback_info *xfb_info = compiler->xfb_info;
@ -4595,6 +4610,7 @@ static void vkd3d_dxbc_compiler_emit_initial_declarations(struct vkd3d_dxbc_comp
break; break;
case VKD3D_SHADER_TYPE_HULL: case VKD3D_SHADER_TYPE_HULL:
vkd3d_spirv_set_execution_model(builder, SpvExecutionModelTessellationControl); vkd3d_spirv_set_execution_model(builder, SpvExecutionModelTessellationControl);
vkd3d_dxbc_compiler_emit_hull_shader_builtins(compiler);
break; break;
case VKD3D_SHADER_TYPE_DOMAIN: case VKD3D_SHADER_TYPE_DOMAIN:
vkd3d_spirv_set_execution_model(builder, SpvExecutionModelTessellationEvaluation); vkd3d_spirv_set_execution_model(builder, SpvExecutionModelTessellationEvaluation);
@ -5643,19 +5659,15 @@ static void vkd3d_dxbc_compiler_emit_default_control_point_phase(struct vkd3d_dx
const struct vkd3d_shader_signature *output_signature = compiler->output_signature; const struct vkd3d_shader_signature *output_signature = compiler->output_signature;
const struct vkd3d_shader_signature *input_signature = compiler->input_signature; const struct vkd3d_shader_signature *input_signature = compiler->input_signature;
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder; struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
const struct vkd3d_spirv_builtin *builtin, *input_builtin;
uint32_t type_id, input_ptr_type_id, output_ptr_type_id; uint32_t type_id, input_ptr_type_id, output_ptr_type_id;
const struct vkd3d_spirv_builtin *input_builtin;
uint32_t input_id, output_id, dst_id, src_id; uint32_t input_id, output_id, dst_id, src_id;
enum vkd3d_component_type component_type; enum vkd3d_component_type component_type;
unsigned int component_count; unsigned int component_count;
uint32_t invocation_id; uint32_t invocation_id;
unsigned int i; unsigned int i;
builtin = get_spirv_builtin_for_register(VKD3DSPR_OUTPOINTID); invocation_id = vkd3d_dxbc_compiler_emit_load_invocation_id(compiler);
invocation_id = vkd3d_dxbc_compiler_emit_builtin_variable(compiler, builtin, SpvStorageClassInput, 0);
type_id = vkd3d_spirv_get_type_id(builder, builtin->component_type, builtin->component_count);
invocation_id = vkd3d_spirv_build_op_load(builder, type_id, invocation_id, SpvMemoryAccessMaskNone);
assert(input_signature->element_count == output_signature->element_count); assert(input_signature->element_count == output_signature->element_count);
for (i = 0; i < output_signature->element_count; ++i) for (i = 0; i < output_signature->element_count; ++i)