vkd3d-shader/hlsl: Correctly calculate offsets for array elements.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Zebediah Figura 2022-03-17 21:58:35 +01:00 committed by Alexandre Julliard
parent 2b0fd2a055
commit ee764359d0
6 changed files with 30 additions and 3 deletions

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@ -96,6 +96,7 @@ vkd3d_shader_tests = \
tests/hlsl-state-block-syntax.shader_test \
tests/hlsl-static-initializer.shader_test \
tests/hlsl-storage-qualifiers.shader_test \
tests/hlsl-struct-array.shader_test \
tests/hlsl-struct-assignment.shader_test \
tests/hlsl-struct-semantics.shader_test \
tests/hlsl-vector-indexing.shader_test \
@ -339,7 +340,6 @@ XFAIL_TESTS = \
tests/hlsl-majority-pragma.shader_test \
tests/hlsl-majority-typedef.shader_test \
tests/hlsl-mul.shader_test \
tests/hlsl-nested-arrays.shader_test \
tests/hlsl-numeric-constructor-truncation.shader_test \
tests/hlsl-numeric-types.shader_test \
tests/hlsl-return-implicit-conversion.shader_test \

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@ -202,6 +202,13 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
}
}
/* Returns the size of a type, considered as part of an array of that type.
* As such it includes padding after the type. */
unsigned int hlsl_type_get_array_element_reg_size(const struct hlsl_type *type)
{
return align(type->reg_size, 4);
}
static struct hlsl_type *hlsl_new_type(struct hlsl_ctx *ctx, const char *name, enum hlsl_type_class type_class,
enum hlsl_base_type base_type, unsigned dimx, unsigned dimy)
{

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@ -783,6 +783,7 @@ bool hlsl_scope_add_type(struct hlsl_scope *scope, struct hlsl_type *type);
struct hlsl_type *hlsl_type_clone(struct hlsl_ctx *ctx, struct hlsl_type *old,
unsigned int default_majority, unsigned int modifiers);
unsigned int hlsl_type_component_count(struct hlsl_type *type);
unsigned int hlsl_type_get_array_element_reg_size(const struct hlsl_type *type);
unsigned int hlsl_type_get_sm4_offset(const struct hlsl_type *type, unsigned int offset);
bool hlsl_types_are_equal(const struct hlsl_type *t1, const struct hlsl_type *t2);

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@ -607,7 +607,7 @@ static struct hlsl_ir_load *add_array_load(struct hlsl_ctx *ctx, struct list *in
return NULL;
}
if (!(c = hlsl_new_uint_constant(ctx, data_type->reg_size, loc)))
if (!(c = hlsl_new_uint_constant(ctx, hlsl_type_get_array_element_reg_size(data_type), loc)))
return NULL;
list_add_tail(instrs, &c->node.entry);
if (!(mul = hlsl_new_binary_expr(ctx, HLSL_OP2_MUL, index, &c->node)))

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@ -621,7 +621,7 @@ static bool split_array_copies(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
if (type->type != HLSL_CLASS_ARRAY)
return false;
element_type = type->e.array.type;
element_size = element_type->reg_size;
element_size = hlsl_type_get_array_element_reg_size(element_type);
for (i = 0; i < type->e.array.elements_count; ++i)
{

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@ -0,0 +1,19 @@
% In SM4, array elements are always aligned to the next vec4, although structs are not.
[pixel shader]
uniform struct
{
float p, q;
} colours[3];
float4 main() : sv_target
{
return float4(colours[0].q, colours[1].p, colours[2].q, colours[2].p);
}
[test]
uniform 0 float4 0.1 0.2 0.0 0.0
uniform 4 float4 0.3 0.4 0.0 0.0
uniform 8 float4 0.5 0.6 0.0 0.0
draw quad
probe all rgba (0.2, 0.3, 0.6, 0.5)