The choice to store them in an rbtree was made early on. It does not seem likely
that HLSL programs would define many overloads for any of their functions, but I
suspect the idea was rather that intrinsics would be defined as plain
hlsl_ir_function_decl structures [cf. 447463e590]
and that some intrinsics that could operate on any type would therefore need
many overrides.
This is not how we deal with intrinsics, however. When the first intrinsics were
implemented I made the choice disregard this intended design, and instead match
and convert their types manually, in C. Nothing that has happened in the time
since has led me to question that choice, and in fact, the flexibility with
which we must accommodate functions has led me to believe that matching in this
way was definitely the right choice. The main other designs I see would have
been:
* define each intrinsic variant separately using existing HLSL types. Besides
efficiency concerns (i.e. this would take more space in memory, and would take
longer to generate each variant), the normal type-matching rules don't really
apply to intrinsics.
[For example: elementwise intrinsics like abs() return the same type as the
input, including preserving the distinction between float and float1. It is
legal to define separate HLSL overloads taking float and float1, but trying to
invoke these functions yields an "ambiguous function call" error.]
* introduce new (semi-)generic types. This is far more code and ends up acting
like our current scheme (with helpers) in a slightly more complex form.
So I think we can go ahead and rip out this vestige of the original design for
intrinsics.
As for why to change it: rbtrees are simply more complex to deal with, and it
seems unlikely to me that the difference is going to matter. I do not expect any
program to define large quantities of intrinsics; linked list search should be
good enough.
Specifically, map COLOROUT to OUTPUT, and map INCONTROLPOINT to INPUT for domain
shaders as well as hull shaders.
Obscure the non-existent differences from the view of the backend.
Hull shaders have a different temps count for each phase, and the
parser only reports the count for the patch constant phase.
In order to properly check for temps count on hull shaders, we first
need to decode its phases.
For relative addressing, the vkd3d_shader_registers must point to
another vkd3d_shader_src_param. For now, use the sm4_instruction to save
them, since the only purpose of this struct is to be used as paramter
for write_sm4_instruction.
RWBuffer objects would trigger a vkd3d_unreachable() in sm4_base_type().
It would be easy enough to add the required case there, but (manual,
unfortunately) tests show that we aren't supposed to write constant
buffer entries for objects in the first place, as you'd expect.
This particular path ends up being exercised by vkd3d's internal UAV
clear shaders, but unfortunately it looks like our RDEF data may have
more issues; the ability to write tests for it would seem helpful.
None of these currently have any meaning, and none of these can currently be
parsed as distinct tokens either (i.e. they will generate a syntax error
anyway).
Co-authored-by: Evan Tang <etang@codeweavers.com>
Evan Tang reported that new fixmes appeared on the shader_runner when
running some of his tests after
f50d0ae2cb.
vkd3d:652593:fixme:shader_sm4_read_src_param Unhandled mask 0x4.
The change to blame seems to be this added line in
sm4_src_from_constant_value().
+ src->swizzle = VKD3D_SHADER_NO_SWIZZLE;
On tpf binaries the last 12 bits of each src register in an instruction
specify the swizzle, and there are 5 possible combinations:
Dimension NONE
-------- 00
Dimension SCALAR
-------- 01
Dimension VEC4, with a 4 bit writemask:
---- xxxx 00 01
Dimension VEC4, with an 8 bit swizzle:
xx xx xx xx 01 01
Dimension VEC4, with a 2bit scalar dimension number:
------ xx 10 01
So far, we have only seen src registers use 4 bit writemasks in a
single case: for vec4 constants, and it is always zero.
So we expect this:
---- 0000 00 01
Now, I probably wanted to initialize src->swizzle to zero when writing
constants, but VKD3D_SHADER_NO_SWIZZLE is not zero, it is actually the
default swizzle:
11 10 01 00
And the last 4 bits (0x4) get written in the mask part, which causes
the reader to complain.