vkd3d-shader/fx: Implement shader initializers.

This commit is contained in:
Anna (navi) Figueiredo Gomes
2025-01-15 00:03:08 +01:00
committed by Henri Verbeet
parent 6e15664bff
commit ffc8f98bba
Notes: Henri Verbeet 2025-12-09 17:21:48 +01:00
Approved-by: Francisco Casas (@fcasas)
Approved-by: Nikolay Sivov (@nsivov)
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1340
5 changed files with 62 additions and 56 deletions

View File

@@ -2351,23 +2351,25 @@ static uint32_t write_shader_blob(const struct hlsl_ir_compile *compile, struct
return offset;
}
static uint32_t write_fx_shader(enum fx_shader_type type,
const struct hlsl_ir_compile *compile, struct fx_write_context *fx)
static uint32_t write_fx_shader(enum fx_shader_type type, const struct hlsl_ir_compile *compile,
struct vkd3d_bytecode_buffer *buffer, struct fx_write_context *fx)
{
struct vkd3d_bytecode_buffer *buffer = &fx->unstructured;
struct fx_5_shader shader = {0};
uint32_t ret;
shader = (struct fx_5_shader)
if (compile)
{
.offset = write_shader_blob(compile, fx),
.sodecl_count = compile->output.count > 1 ? 4 : 0,
.rast_stream = compile->output.stream,
};
shader = (struct fx_5_shader)
{
.offset = write_shader_blob(compile, fx),
.sodecl_count = compile->output.count > 1 ? 4 : 0,
.rast_stream = compile->output.stream,
};
for (size_t i = 0; i < compile->output.count; ++i)
{
shader.sodecl[i] = write_string(compile->output.decls[i], fx);
for (size_t i = 0; i < compile->output.count; ++i)
{
shader.sodecl[i] = write_string(compile->output.decls[i], fx);
}
}
switch (type)
@@ -2504,7 +2506,7 @@ static void write_fx_4_state_assignment(const struct hlsl_ir_var *var, struct hl
shader_type = FX5_SHADER;
}
value_offset = write_fx_shader(shader_type, hlsl_ir_compile(value), fx);
value_offset = write_fx_shader(shader_type, hlsl_ir_compile(value), unstructured, fx);
break;
}
default:
@@ -3309,35 +3311,33 @@ static void write_fx_4_state_object_initializer(struct hlsl_ir_var *var, struct
}
}
static void write_fx_4_shader_initializer(struct hlsl_ir_var *var, struct fx_write_context *fx)
static void write_fx_shader_initializer(struct hlsl_ir_var *var, struct fx_write_context *fx)
{
struct vkd3d_bytecode_buffer *buffer = &fx->structured;
const struct hlsl_type *var_type = hlsl_get_multiarray_element_type(var->data_type);
uint32_t elements_count = hlsl_get_multiarray_size(var->data_type);
unsigned int i;
enum fx_shader_type shader_type;
/* FIXME: write shader blobs, once parser support works. */
for (i = 0; i < elements_count; ++i)
put_u32(buffer, 0);
}
static void write_fx_5_shader_initializer(struct hlsl_ir_var *var, struct fx_write_context *fx)
{
struct vkd3d_bytecode_buffer *buffer = &fx->structured;
uint32_t elements_count = hlsl_get_multiarray_size(var->data_type);
unsigned int i;
/* FIXME: write shader blobs, once parser support works. */
for (i = 0; i < elements_count; ++i)
switch (var_type->class)
{
put_u32(buffer, 0); /* Blob offset */
put_u32(buffer, 0); /* SODecl[0] offset */
put_u32(buffer, 0); /* SODecl[1] offset */
put_u32(buffer, 0); /* SODecl[2] offset */
put_u32(buffer, 0); /* SODecl[3] offset */
put_u32(buffer, 0); /* SODecl count */
put_u32(buffer, 0); /* Rasterizer stream */
put_u32(buffer, 0); /* Interface bindings count */
put_u32(buffer, 0); /* Interface initializer offset */
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_VERTEX_SHADER:
case HLSL_CLASS_GEOMETRY_SHADER:
shader_type = FX4_SHADER;
break;
case HLSL_CLASS_HULL_SHADER:
case HLSL_CLASS_COMPUTE_SHADER:
case HLSL_CLASS_DOMAIN_SHADER:
shader_type = FX5_SHADER;
break;
default:
vkd3d_unreachable();
}
for (size_t i = 0; i < elements_count; ++i)
{
write_fx_shader(shader_type, var->default_values ? var->default_values[i].shader : NULL, &fx->structured, fx);
}
}
@@ -3384,14 +3384,10 @@ static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_VERTEX_SHADER:
write_fx_4_shader_initializer(var, fx);
fx->shader_count += elements_count;
break;
case HLSL_CLASS_HULL_SHADER:
case HLSL_CLASS_COMPUTE_SHADER:
case HLSL_CLASS_DOMAIN_SHADER:
write_fx_5_shader_initializer(var, fx);
write_fx_shader_initializer(var, fx);
fx->shader_count += elements_count;
break;