From ee764359d0fb2b9febb202de661a19234b8e293a Mon Sep 17 00:00:00 2001 From: Zebediah Figura Date: Thu, 17 Mar 2022 21:58:35 +0100 Subject: [PATCH] vkd3d-shader/hlsl: Correctly calculate offsets for array elements. Signed-off-by: Matteo Bruni Signed-off-by: Giovanni Mascellani Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- Makefile.am | 2 +- libs/vkd3d-shader/hlsl.c | 7 +++++++ libs/vkd3d-shader/hlsl.h | 1 + libs/vkd3d-shader/hlsl.y | 2 +- libs/vkd3d-shader/hlsl_codegen.c | 2 +- tests/hlsl-struct-array.shader_test | 19 +++++++++++++++++++ 6 files changed, 30 insertions(+), 3 deletions(-) create mode 100644 tests/hlsl-struct-array.shader_test diff --git a/Makefile.am b/Makefile.am index 79aacfcd..f2c8440c 100644 --- a/Makefile.am +++ b/Makefile.am @@ -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 \ diff --git a/libs/vkd3d-shader/hlsl.c b/libs/vkd3d-shader/hlsl.c index ea5e35d2..d88b0b6d 100644 --- a/libs/vkd3d-shader/hlsl.c +++ b/libs/vkd3d-shader/hlsl.c @@ -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) { diff --git a/libs/vkd3d-shader/hlsl.h b/libs/vkd3d-shader/hlsl.h index 243ed72b..2e8ba4af 100644 --- a/libs/vkd3d-shader/hlsl.h +++ b/libs/vkd3d-shader/hlsl.h @@ -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); diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y index 92dcb3f2..521ca0a7 100644 --- a/libs/vkd3d-shader/hlsl.y +++ b/libs/vkd3d-shader/hlsl.y @@ -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))) diff --git a/libs/vkd3d-shader/hlsl_codegen.c b/libs/vkd3d-shader/hlsl_codegen.c index 62dbce5e..ca3acba0 100644 --- a/libs/vkd3d-shader/hlsl_codegen.c +++ b/libs/vkd3d-shader/hlsl_codegen.c @@ -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) { diff --git a/tests/hlsl-struct-array.shader_test b/tests/hlsl-struct-array.shader_test new file mode 100644 index 00000000..a5df9cdb --- /dev/null +++ b/tests/hlsl-struct-array.shader_test @@ -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)