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vkd3d-shader/glsl: Implement VKD3DSIH_LD_UAV_TYPED.
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Notes:
Henri Verbeet
2024-10-22 20:55:33 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1206
@ -906,6 +906,67 @@ static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vk
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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static void shader_glsl_load_uav_typed(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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const struct glsl_resource_type_info *resource_type_info;
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enum vkd3d_shader_component_type component_type;
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const struct vkd3d_shader_descriptor_info1 *d;
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enum vkd3d_shader_resource_type resource_type;
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unsigned int uav_id, uav_idx, uav_space;
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struct vkd3d_string_buffer *load;
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struct glsl_src coord;
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struct glsl_dst dst;
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uint32_t coord_mask;
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if (ins->src[1].reg.idx[0].rel_addr || ins->src[1].reg.idx[1].rel_addr)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
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"Descriptor indexing is not supported.");
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uav_id = ins->src[1].reg.idx[0].offset;
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uav_idx = ins->src[1].reg.idx[1].offset;
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if ((d = shader_glsl_get_descriptor_by_id(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_UAV, uav_id)))
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{
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resource_type = d->resource_type;
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uav_space = d->register_space;
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component_type = vkd3d_component_type_from_resource_data_type(d->resource_data_type);
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}
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else
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Undeclared UAV descriptor %u.", uav_id);
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uav_space = 0;
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resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
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component_type = VKD3D_SHADER_COMPONENT_FLOAT;
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}
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if ((resource_type_info = shader_glsl_get_resource_type_info(resource_type)))
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{
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coord_mask = vkd3d_write_mask_from_component_count(resource_type_info->coord_size);
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}
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else
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled UAV type %#x.", resource_type);
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coord_mask = vkd3d_write_mask_from_component_count(2);
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}
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glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
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glsl_src_init(&coord, gen, &ins->src[0], coord_mask);
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load = vkd3d_string_buffer_get(&gen->string_buffers);
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vkd3d_string_buffer_printf(load, "imageLoad(");
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shader_glsl_print_image_name(load, gen, uav_idx, uav_space);
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vkd3d_string_buffer_printf(load, ", %s)", coord.str->buffer);
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shader_glsl_print_swizzle(load, ins->src[1].swizzle, ins->dst[0].write_mask);
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shader_glsl_print_assignment_ext(gen, &dst,
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vkd3d_data_type_from_component_type(component_type), "%s", load->buffer);
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vkd3d_string_buffer_release(&gen->string_buffers, load);
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glsl_src_cleanup(&coord, &gen->string_buffers);
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glsl_dst_cleanup(&dst, &gen->string_buffers);
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}
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static void shader_glsl_store_uav_typed(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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const struct glsl_resource_type_info *resource_type_info;
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@ -1385,6 +1446,9 @@ static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen,
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case VKD3DSIH_LD:
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shader_glsl_ld(gen, ins);
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break;
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case VKD3DSIH_LD_UAV_TYPED:
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shader_glsl_load_uav_typed(gen, ins);
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break;
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case VKD3DSIH_LOG:
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shader_glsl_intrinsic(gen, ins, "log2");
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break;
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@ -24,7 +24,7 @@ void main()
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}
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[test]
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todo(glsl) dispatch 1 1 1
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dispatch 1 1 1
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probe uav 0 (0, 0) r (0.6)
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probe uav 0 (1, 0) r (0.6)
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probe uav 0 (2, 0) r (0.6)
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@ -51,5 +51,5 @@ void main()
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}
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[test]
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todo(glsl) dispatch 1 1 1
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dispatch 1 1 1
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probe uav 0 (0, 0) r (0.2)
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