Adding extra bits to instr->opcode doesn't seem correct, given that it
is an enum.
For instance, get_opcode_info() would return NULL if additional bits are
added to instr->opcode. This is not a problem now because that function
is called when reading and not writing.
Components only span across a single regset, so instead of expecting the
regset as input for the offset, hlsl_type_get_component_offset() can
actually retrieve it.
vkd3d-shader/tpf.c:3810:39: warning: passing argument 2 of ‘sm4_register_from_node’ from incompatible pointer type [-Wincompatible-pointer-types]
vkd3d-shader/tpf.c:4750:59: warning: passing argument 3 of ‘sm4_register_from_deref’ from incompatible pointer type [-Wincompatible-pointer-types]
Change to use uint32_t as requested.
We are passing map writemasks that may have more components than the
constant's data type, so a (j < width) check is added to avoid reading
components from the constant that are not intended to be used.
Remaining values in the register are initialized to zero.
We have to distinguish between the "bind count" and the "allocation size"
of variables.
The "allocation size" affects the starting register id for the resource to
be allocated next, while the "bind count" is determined by the last field
actually used. The former may be larger than the latter.
What we are currently calling hlsl_reg.bind_count is actually the
"allocation size", so a rename is in order.
The real "bind count", which will be introduced in following patches,
is important because it is what should be shown in the RDEF table and
some resource allocation rules depend on it.
For instance, for this shader:
texture2D texs[3];
texture2D tex;
float4 main() : sv_target
{
return texs[0].Load(int3(0, 0, 0)) + tex.Load(int3(0, 0, 0));
}
the variable "texs" has a "bind count" of 1, but an "allocation size" of
3:
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// texs texture float4 2d t0 1
// tex texture float4 2d t3 1
We will add register information lookup tables on this struct later.
They will be used by sm4_encode_register(), and thus, they will be
required by write_sm4_instruction().
This struct is required for handling both whole-variable resources for
SM < 5 and single-component resources for SM 5 in the same way, when
writting the RDEF block and resource declarations within the shader.
After lowering the derefs path to a single offset node, there was no way
of knowing the type of the referenced part of the variable. This little
modification allows to avoid having to pass the data type everywhere and
it is required for supporting instructions that reference objects
components within struct types.
Since deref->data_type allows us to retrieve the type of the deref,
deref->offset_regset is no longer necessary.