Our ASM dumper currently hides or interprets some register indices
in order to match users expectations. This can be inconvenient for
developers, though, because it makes it harder to understand what's
really going on in the VSIR code when reading logs. With this change
the whole index structure is dumped.
Numeric types are used very frequently, and doing a tree search
each time one is needed tends to waste a lot of time.
I ran the compilation of ~1000 DXBC-TPF shaders randomly taken from
my collection and measured the performance using callgrind and the
kcachegrind "cycle count" estimation.
BEFORE:
* 1,764,035,136 cycles
* 1,767,948,767 cycles
* 1,773,927,734 cycles
AFTER:
* 1,472,384,755 cycles
* 1,469,506,188 cycles
* 1,470,191,425 cycles
So callgrind would estimate a 16% improvement at least.
shader_signature_find_element_for_reg() is also used in the TPF parser,
where the program has not been validated yet, so it must not crash
on errors.
The I/O normaliser can instead assume that the shader is already
validated.
This fixes a crash with a shader used by The Falconeer. The bug is still
present, because the shader will be incorrectly rejected, but at least
the vkd3d-shader will fail gracefully.
The hlsl_ir_compile node is introduced to represent the "compile"
syntax, and later the CompileShader() and ConstructGSWithSO()
constructs.
It basically represents a function call that remembers its arguments
using hlsl_srcs and keeps its own instruction block, which is discarded
when working on non-effect shaders.
For shader compilations it can be asserted that args_count is 1, and
that this argument (and the last node in hlsl_ir_effect_call.instrs)
is a regular hlsl_ir_call pointing to the declaration of the function
to be compiled.
This way the same shader is always dumped to the same path and when
launching the same program over and over we avoid both creating new
copies of the same file each time and overwriting different dumped
shaders.
As the newly added documentation describes, this reroll serves two purposes:
* to allow shader parameters to be used for any target type (which allows using
parameters for things like Direct3D 8-9 alpha test),
* to allow the union in struct vkd3d_shader_parameter to contain types larger
than 32 bits (by specifying them indirectly through a pointer).