/* * Copyright 2021 Atharva Nimbalkar * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "vkd3d_shader_private.h" struct glsl_src { struct vkd3d_string_buffer *str; }; struct glsl_dst { const struct vkd3d_shader_dst_param *vsir; struct vkd3d_string_buffer *register_name; struct vkd3d_string_buffer *mask; }; struct vkd3d_glsl_generator { struct vsir_program *program; struct vkd3d_string_buffer_cache string_buffers; struct vkd3d_string_buffer *buffer; struct vkd3d_shader_location location; struct vkd3d_shader_message_context *message_context; unsigned int indent; const char *prefix; bool failed; struct shader_limits { unsigned int input_count; unsigned int output_count; } limits; bool interstage_input; bool interstage_output; const struct vkd3d_shader_interface_info *interface_info; const struct vkd3d_shader_descriptor_offset_info *offset_info; const struct vkd3d_shader_scan_descriptor_info1 *descriptor_info; }; static void VKD3D_PRINTF_FUNC(3, 4) vkd3d_glsl_compiler_error( struct vkd3d_glsl_generator *generator, enum vkd3d_shader_error error, const char *fmt, ...) { va_list args; va_start(args, fmt); vkd3d_shader_verror(generator->message_context, &generator->location, error, fmt, args); va_end(args); generator->failed = true; } static const char *shader_glsl_get_prefix(enum vkd3d_shader_type type) { switch (type) { case VKD3D_SHADER_TYPE_VERTEX: return "vs"; case VKD3D_SHADER_TYPE_HULL: return "hs"; case VKD3D_SHADER_TYPE_DOMAIN: return "ds"; case VKD3D_SHADER_TYPE_GEOMETRY: return "gs"; case VKD3D_SHADER_TYPE_PIXEL: return "ps"; case VKD3D_SHADER_TYPE_COMPUTE: return "cs"; default: return NULL; } } static void shader_glsl_print_indent(struct vkd3d_string_buffer *buffer, unsigned int indent) { vkd3d_string_buffer_printf(buffer, "%*s", 4 * indent, ""); } static void shader_glsl_print_register_name(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_register *reg) { switch (reg->type) { case VKD3DSPR_TEMP: vkd3d_string_buffer_printf(buffer, "r[%u]", reg->idx[0].offset); break; case VKD3DSPR_INPUT: if (reg->idx_count != 1) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled input register index count %u.", reg->idx_count); vkd3d_string_buffer_printf(buffer, "", reg->type); break; } if (reg->idx[0].rel_addr) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled input register indirect addressing."); vkd3d_string_buffer_printf(buffer, "", reg->type); break; } vkd3d_string_buffer_printf(buffer, "%s_in[%u]", gen->prefix, reg->idx[0].offset); break; case VKD3DSPR_OUTPUT: if (reg->idx_count != 1) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled output register index count %u.", reg->idx_count); vkd3d_string_buffer_printf(buffer, "", reg->type); break; } if (reg->idx[0].rel_addr) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled output register indirect addressing."); vkd3d_string_buffer_printf(buffer, "", reg->type); break; } vkd3d_string_buffer_printf(buffer, "%s_out[%u]", gen->prefix, reg->idx[0].offset); break; case VKD3DSPR_DEPTHOUT: if (gen->program->shader_version.type != VKD3D_SHADER_TYPE_PIXEL) vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled depth output in shader type #%x.", gen->program->shader_version.type); vkd3d_string_buffer_printf(buffer, "gl_FragDepth"); break; case VKD3DSPR_IMMCONST: switch (reg->dimension) { case VSIR_DIMENSION_SCALAR: vkd3d_string_buffer_printf(buffer, "%#xu", reg->u.immconst_u32[0]); break; case VSIR_DIMENSION_VEC4: vkd3d_string_buffer_printf(buffer, "uvec4(%#xu, %#xu, %#xu, %#xu)", reg->u.immconst_u32[0], reg->u.immconst_u32[1], reg->u.immconst_u32[2], reg->u.immconst_u32[3]); break; default: vkd3d_string_buffer_printf(buffer, "", reg->dimension); vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled dimension %#x.", reg->dimension); break; } break; case VKD3DSPR_CONSTBUFFER: if (reg->idx_count != 3) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled constant buffer register index count %u.", reg->idx_count); vkd3d_string_buffer_printf(buffer, "", reg->type); break; } if (reg->idx[0].rel_addr || reg->idx[2].rel_addr) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled constant buffer register indirect addressing."); vkd3d_string_buffer_printf(buffer, "", reg->type); break; } vkd3d_string_buffer_printf(buffer, "%s_cb_%u[%u]", gen->prefix, reg->idx[0].offset, reg->idx[2].offset); break; default: vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled register type %#x.", reg->type); vkd3d_string_buffer_printf(buffer, "", reg->type); break; } } static void shader_glsl_print_swizzle(struct vkd3d_string_buffer *buffer, uint32_t swizzle, uint32_t mask) { const char swizzle_chars[] = "xyzw"; unsigned int i; vkd3d_string_buffer_printf(buffer, "."); for (i = 0; i < VKD3D_VEC4_SIZE; ++i) { if (mask & (VKD3DSP_WRITEMASK_0 << i)) vkd3d_string_buffer_printf(buffer, "%c", swizzle_chars[vsir_swizzle_get_component(swizzle, i)]); } } static void shader_glsl_print_write_mask(struct vkd3d_string_buffer *buffer, uint32_t write_mask) { vkd3d_string_buffer_printf(buffer, "."); if (write_mask & VKD3DSP_WRITEMASK_0) vkd3d_string_buffer_printf(buffer, "x"); if (write_mask & VKD3DSP_WRITEMASK_1) vkd3d_string_buffer_printf(buffer, "y"); if (write_mask & VKD3DSP_WRITEMASK_2) vkd3d_string_buffer_printf(buffer, "z"); if (write_mask & VKD3DSP_WRITEMASK_3) vkd3d_string_buffer_printf(buffer, "w"); } static void glsl_src_cleanup(struct glsl_src *src, struct vkd3d_string_buffer_cache *cache) { vkd3d_string_buffer_release(cache, src->str); } static void shader_glsl_print_bitcast(struct vkd3d_string_buffer *dst, struct vkd3d_glsl_generator *gen, const char *src, enum vkd3d_data_type dst_data_type, enum vkd3d_data_type src_data_type, unsigned int size) { if (dst_data_type == VKD3D_DATA_UNORM || dst_data_type == VKD3D_DATA_SNORM) dst_data_type = VKD3D_DATA_FLOAT; if (src_data_type == VKD3D_DATA_UNORM || src_data_type == VKD3D_DATA_SNORM) src_data_type = VKD3D_DATA_FLOAT; if (dst_data_type == src_data_type) { vkd3d_string_buffer_printf(dst, "%s", src); return; } if (src_data_type == VKD3D_DATA_FLOAT) { switch (dst_data_type) { case VKD3D_DATA_INT: vkd3d_string_buffer_printf(dst, "floatBitsToInt(%s)", src); return; case VKD3D_DATA_UINT: vkd3d_string_buffer_printf(dst, "floatBitsToUint(%s)", src); return; default: break; } } if (src_data_type == VKD3D_DATA_UINT) { switch (dst_data_type) { case VKD3D_DATA_FLOAT: vkd3d_string_buffer_printf(dst, "uintBitsToFloat(%s)", src); return; case VKD3D_DATA_INT: if (size == 1) vkd3d_string_buffer_printf(dst, "int(%s)", src); else vkd3d_string_buffer_printf(dst, "ivec%u(%s)", size, src); return; default: break; } } vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled bitcast from %#x to %#x.", src_data_type, dst_data_type); vkd3d_string_buffer_printf(dst, "%s", src); } static void glsl_src_init(struct glsl_src *glsl_src, struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_src_param *vsir_src, uint32_t mask) { const struct vkd3d_shader_register *reg = &vsir_src->reg; struct vkd3d_string_buffer *register_name, *str; enum vkd3d_data_type src_data_type; unsigned int size; glsl_src->str = vkd3d_string_buffer_get(&gen->string_buffers); register_name = vkd3d_string_buffer_get(&gen->string_buffers); if (reg->non_uniform) vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled 'non-uniform' modifier."); if (reg->type == VKD3DSPR_IMMCONST) src_data_type = VKD3D_DATA_UINT; else src_data_type = VKD3D_DATA_FLOAT; shader_glsl_print_register_name(register_name, gen, reg); if (!vsir_src->modifiers) str = glsl_src->str; else str = vkd3d_string_buffer_get(&gen->string_buffers); size = reg->dimension == VSIR_DIMENSION_VEC4 ? 4 : 1; shader_glsl_print_bitcast(str, gen, register_name->buffer, reg->data_type, src_data_type, size); if (reg->dimension == VSIR_DIMENSION_VEC4) shader_glsl_print_swizzle(str, vsir_src->swizzle, mask); switch (vsir_src->modifiers) { case VKD3DSPSM_NONE: break; case VKD3DSPSM_NEG: vkd3d_string_buffer_printf(glsl_src->str, "-%s", str->buffer); break; case VKD3DSPSM_ABS: vkd3d_string_buffer_printf(glsl_src->str, "abs(%s)", str->buffer); break; default: vkd3d_string_buffer_printf(glsl_src->str, "(%s)", vsir_src->modifiers, str->buffer); vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled source modifier(s) %#x.", vsir_src->modifiers); break; } if (str != glsl_src->str) vkd3d_string_buffer_release(&gen->string_buffers, str); vkd3d_string_buffer_release(&gen->string_buffers, register_name); } static void glsl_dst_cleanup(struct glsl_dst *dst, struct vkd3d_string_buffer_cache *cache) { vkd3d_string_buffer_release(cache, dst->mask); vkd3d_string_buffer_release(cache, dst->register_name); } static uint32_t glsl_dst_init(struct glsl_dst *glsl_dst, struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins, const struct vkd3d_shader_dst_param *vsir_dst) { uint32_t write_mask = vsir_dst->write_mask; if (ins->flags & VKD3DSI_PRECISE_XYZW) vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled 'precise' modifier."); if (vsir_dst->reg.non_uniform) vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled 'non-uniform' modifier."); glsl_dst->vsir = vsir_dst; glsl_dst->register_name = vkd3d_string_buffer_get(&gen->string_buffers); glsl_dst->mask = vkd3d_string_buffer_get(&gen->string_buffers); shader_glsl_print_register_name(glsl_dst->register_name, gen, &vsir_dst->reg); shader_glsl_print_write_mask(glsl_dst->mask, write_mask); return write_mask; } static void VKD3D_PRINTF_FUNC(3, 4) shader_glsl_print_assignment( struct vkd3d_glsl_generator *gen, struct glsl_dst *dst, const char *format, ...) { const struct vkd3d_shader_register *dst_reg = &dst->vsir->reg; struct vkd3d_string_buffer *buffer = gen->buffer; bool close = true; va_list args; if (dst->vsir->shift) vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled destination shift %#x.", dst->vsir->shift); if (dst->vsir->modifiers) vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled destination modifier(s) %#x.", dst->vsir->modifiers); shader_glsl_print_indent(buffer, gen->indent); vkd3d_string_buffer_printf(buffer, "%s%s = ", dst->register_name->buffer, dst->mask->buffer); switch (dst_reg->data_type) { default: vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled destination register data type %#x.", dst_reg->data_type); /* fall through */ case VKD3D_DATA_FLOAT: close = false; break; case VKD3D_DATA_INT: vkd3d_string_buffer_printf(buffer, "intBitsToFloat("); break; case VKD3D_DATA_UINT: vkd3d_string_buffer_printf(buffer, "uintBitsToFloat("); break; } va_start(args, format); vkd3d_string_buffer_vprintf(buffer, format, args); va_end(args); vkd3d_string_buffer_printf(buffer, "%s;\n", close ? ")" : ""); } static void shader_glsl_unhandled(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins) { shader_glsl_print_indent(gen->buffer, gen->indent); vkd3d_string_buffer_printf(gen->buffer, "/* */\n", ins->opcode); vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled instruction %#x.", ins->opcode); } static void shader_glsl_binop(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins, const char *op) { struct glsl_src src[2]; struct glsl_dst dst; uint32_t mask; mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]); glsl_src_init(&src[0], gen, &ins->src[0], mask); glsl_src_init(&src[1], gen, &ins->src[1], mask); shader_glsl_print_assignment(gen, &dst, "%s %s %s", src[0].str->buffer, op, src[1].str->buffer); glsl_src_cleanup(&src[1], &gen->string_buffers); glsl_src_cleanup(&src[0], &gen->string_buffers); glsl_dst_cleanup(&dst, &gen->string_buffers); } static void shader_glsl_dot(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins, uint32_t src_mask) { unsigned int component_count; struct glsl_src src[2]; struct glsl_dst dst; uint32_t dst_mask; dst_mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]); glsl_src_init(&src[0], gen, &ins->src[0], src_mask); glsl_src_init(&src[1], gen, &ins->src[1], src_mask); if ((component_count = vsir_write_mask_component_count(dst_mask)) > 1) shader_glsl_print_assignment(gen, &dst, "vec%d(dot(%s, %s))", component_count, src[0].str->buffer, src[1].str->buffer); else shader_glsl_print_assignment(gen, &dst, "dot(%s, %s)", src[0].str->buffer, src[1].str->buffer); glsl_src_cleanup(&src[1], &gen->string_buffers); glsl_src_cleanup(&src[0], &gen->string_buffers); glsl_dst_cleanup(&dst, &gen->string_buffers); } static void shader_glsl_intrinsic(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins, const char *op) { struct glsl_src src; struct glsl_dst dst; uint32_t mask; mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]); glsl_src_init(&src, gen, &ins->src[0], mask); shader_glsl_print_assignment(gen, &dst, "%s(%s)", op, src.str->buffer); glsl_src_cleanup(&src, &gen->string_buffers); glsl_dst_cleanup(&dst, &gen->string_buffers); } static void shader_glsl_relop(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins, const char *scalar_op, const char *vector_op) { unsigned int mask_size; struct glsl_src src[2]; struct glsl_dst dst; uint32_t mask; mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]); glsl_src_init(&src[0], gen, &ins->src[0], mask); glsl_src_init(&src[1], gen, &ins->src[1], mask); if ((mask_size = vsir_write_mask_component_count(mask)) > 1) shader_glsl_print_assignment(gen, &dst, "uvec%u(%s(%s, %s)) * 0xffffffffu", mask_size, vector_op, src[0].str->buffer, src[1].str->buffer); else shader_glsl_print_assignment(gen, &dst, "%s %s %s ? 0xffffffffu : 0u", src[0].str->buffer, scalar_op, src[1].str->buffer); glsl_src_cleanup(&src[1], &gen->string_buffers); glsl_src_cleanup(&src[0], &gen->string_buffers); glsl_dst_cleanup(&dst, &gen->string_buffers); } static void shader_glsl_cast(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins, const char *scalar_constructor, const char *vector_constructor) { unsigned int component_count; struct glsl_src src; struct glsl_dst dst; uint32_t mask; mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]); glsl_src_init(&src, gen, &ins->src[0], mask); if ((component_count = vsir_write_mask_component_count(mask)) > 1) shader_glsl_print_assignment(gen, &dst, "%s%u(%s)", vector_constructor, component_count, src.str->buffer); else shader_glsl_print_assignment(gen, &dst, "%s(%s)", scalar_constructor, src.str->buffer); glsl_src_cleanup(&src, &gen->string_buffers); glsl_dst_cleanup(&dst, &gen->string_buffers); } static void shader_glsl_mov(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins) { struct glsl_src src; struct glsl_dst dst; uint32_t mask; mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]); glsl_src_init(&src, gen, &ins->src[0], mask); shader_glsl_print_assignment(gen, &dst, "%s", src.str->buffer); glsl_src_cleanup(&src, &gen->string_buffers); glsl_dst_cleanup(&dst, &gen->string_buffers); } static void shader_glsl_movc(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins) { unsigned int component_count; struct glsl_src src[3]; struct glsl_dst dst; uint32_t mask; mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]); glsl_src_init(&src[0], gen, &ins->src[0], mask); glsl_src_init(&src[1], gen, &ins->src[1], mask); glsl_src_init(&src[2], gen, &ins->src[2], mask); if ((component_count = vsir_write_mask_component_count(mask)) > 1) shader_glsl_print_assignment(gen, &dst, "mix(%s, %s, bvec%u(%s))", src[2].str->buffer, src[1].str->buffer, component_count, src[0].str->buffer); else shader_glsl_print_assignment(gen, &dst, "mix(%s, %s, bool(%s))", src[2].str->buffer, src[1].str->buffer, src[0].str->buffer); glsl_src_cleanup(&src[2], &gen->string_buffers); glsl_src_cleanup(&src[1], &gen->string_buffers); glsl_src_cleanup(&src[0], &gen->string_buffers); glsl_dst_cleanup(&dst, &gen->string_buffers); } static void shader_glsl_print_sysval_name(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen, enum vkd3d_shader_sysval_semantic sysval, unsigned int idx) { const struct vkd3d_shader_version *version = &gen->program->shader_version; switch (sysval) { case VKD3D_SHADER_SV_POSITION: if (version->type == VKD3D_SHADER_TYPE_PIXEL || version->type == VKD3D_SHADER_TYPE_COMPUTE) { vkd3d_string_buffer_printf(buffer, "", sysval); vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled system value %#x.", sysval); } else { vkd3d_string_buffer_printf(buffer, "gl_Position"); if (idx) vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled SV_POSITION index %u.", idx); } break; case VKD3D_SHADER_SV_TARGET: if (version->type != VKD3D_SHADER_TYPE_PIXEL) vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled SV_TARGET in shader type #%x.", version->type); vkd3d_string_buffer_printf(buffer, "shader_out_%u", idx); break; default: vkd3d_string_buffer_printf(buffer, "", sysval); vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled system value %#x.", sysval); break; } } static void shader_glsl_shader_prologue(struct vkd3d_glsl_generator *gen) { const struct shader_signature *signature = &gen->program->input_signature; struct vkd3d_string_buffer *buffer = gen->buffer; const struct signature_element *e; unsigned int i; for (i = 0; i < signature->element_count; ++i) { e = &signature->elements[i]; if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED) continue; shader_glsl_print_indent(buffer, gen->indent); vkd3d_string_buffer_printf(buffer, "%s_in[%u]", gen->prefix, e->register_index); shader_glsl_print_write_mask(buffer, e->mask); if (e->sysval_semantic == VKD3D_SHADER_SV_NONE) { if (gen->interstage_input) { vkd3d_string_buffer_printf(buffer, " = shader_in.reg_%u", e->target_location); if (e->target_location >= gen->limits.input_count) vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Input element %u specifies target location %u, " "but only %u inputs are supported.", i, e->target_location, gen->limits.input_count); } else { vkd3d_string_buffer_printf(buffer, " = shader_in_%u", i); } } else { vkd3d_string_buffer_printf(buffer, " = "); shader_glsl_print_sysval_name(buffer, gen, e->sysval_semantic, e->semantic_index); } shader_glsl_print_write_mask(buffer, e->mask); vkd3d_string_buffer_printf(buffer, ";\n"); } } static void shader_glsl_shader_epilogue(struct vkd3d_glsl_generator *gen) { const struct shader_signature *signature = &gen->program->output_signature; struct vkd3d_string_buffer *buffer = gen->buffer; const struct signature_element *e; unsigned int i; for (i = 0; i < signature->element_count; ++i) { e = &signature->elements[i]; if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED) continue; shader_glsl_print_indent(buffer, gen->indent); if (e->sysval_semantic == VKD3D_SHADER_SV_NONE) { if (gen->interstage_output) { vkd3d_string_buffer_printf(buffer, "shader_out.reg_%u", e->target_location); if (e->target_location >= gen->limits.output_count) vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Output element %u specifies target location %u, " "but only %u outputs are supported.", i, e->target_location, gen->limits.output_count); } else { vkd3d_string_buffer_printf(buffer, "", e->target_location); vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled output."); } } else { shader_glsl_print_sysval_name(buffer, gen, e->sysval_semantic, e->semantic_index); } shader_glsl_print_write_mask(buffer, e->mask); vkd3d_string_buffer_printf(buffer, " = %s_out[%u]", gen->prefix, e->register_index); shader_glsl_print_write_mask(buffer, e->mask); vkd3d_string_buffer_printf(buffer, ";\n"); } } static void shader_glsl_ret(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins) { const struct vkd3d_shader_version *version = &gen->program->shader_version; if (version->major >= 4) { shader_glsl_shader_epilogue(gen); shader_glsl_print_indent(gen->buffer, gen->indent); vkd3d_string_buffer_printf(gen->buffer, "return;\n"); } } static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins) { gen->location = ins->location; switch (ins->opcode) { case VKD3DSIH_ADD: shader_glsl_binop(gen, ins, "+"); break; case VKD3DSIH_AND: shader_glsl_binop(gen, ins, "&"); break; case VKD3DSIH_DCL_INPUT: case VKD3DSIH_DCL_INPUT_PS: case VKD3DSIH_DCL_OUTPUT: case VKD3DSIH_DCL_OUTPUT_SIV: case VKD3DSIH_NOP: break; case VKD3DSIH_DIV: shader_glsl_binop(gen, ins, "/"); break; case VKD3DSIH_DP2: shader_glsl_dot(gen, ins, vkd3d_write_mask_from_component_count(2)); break; case VKD3DSIH_DP3: shader_glsl_dot(gen, ins, vkd3d_write_mask_from_component_count(3)); break; case VKD3DSIH_DP4: shader_glsl_dot(gen, ins, VKD3DSP_WRITEMASK_ALL); break; case VKD3DSIH_IEQ: shader_glsl_relop(gen, ins, "==", "equal"); break; case VKD3DSIH_EXP: shader_glsl_intrinsic(gen, ins, "exp2"); break; case VKD3DSIH_FRC: shader_glsl_intrinsic(gen, ins, "fract"); break; case VKD3DSIH_FTOI: shader_glsl_cast(gen, ins, "int", "ivec"); break; case VKD3DSIH_FTOU: shader_glsl_cast(gen, ins, "uint", "uvec"); break; case VKD3DSIH_GEO: shader_glsl_relop(gen, ins, ">=", "greaterThanEqual"); break; case VKD3DSIH_LTO: shader_glsl_relop(gen, ins, "<", "lessThan"); break; case VKD3DSIH_INE: case VKD3DSIH_NEU: shader_glsl_relop(gen, ins, "!=", "notEqual"); break; case VKD3DSIH_ITOF: case VKD3DSIH_UTOF: shader_glsl_cast(gen, ins, "float", "vec"); break; case VKD3DSIH_MOV: shader_glsl_mov(gen, ins); break; case VKD3DSIH_MOVC: shader_glsl_movc(gen, ins); break; case VKD3DSIH_MUL: shader_glsl_binop(gen, ins, "*"); break; case VKD3DSIH_OR: shader_glsl_binop(gen, ins, "|"); break; case VKD3DSIH_RET: shader_glsl_ret(gen, ins); break; case VKD3DSIH_ROUND_PI: shader_glsl_intrinsic(gen, ins, "ceil"); break; case VKD3DSIH_ROUND_Z: shader_glsl_intrinsic(gen, ins, "trunc"); break; case VKD3DSIH_SQRT: shader_glsl_intrinsic(gen, ins, "sqrt"); break; default: shader_glsl_unhandled(gen, ins); break; } } static bool shader_glsl_check_shader_visibility(const struct vkd3d_glsl_generator *gen, enum vkd3d_shader_visibility visibility) { enum vkd3d_shader_type t = gen->program->shader_version.type; switch (visibility) { case VKD3D_SHADER_VISIBILITY_ALL: return true; case VKD3D_SHADER_VISIBILITY_VERTEX: return t == VKD3D_SHADER_TYPE_VERTEX; case VKD3D_SHADER_VISIBILITY_HULL: return t == VKD3D_SHADER_TYPE_HULL; case VKD3D_SHADER_VISIBILITY_DOMAIN: return t == VKD3D_SHADER_TYPE_DOMAIN; case VKD3D_SHADER_VISIBILITY_GEOMETRY: return t == VKD3D_SHADER_TYPE_GEOMETRY; case VKD3D_SHADER_VISIBILITY_PIXEL: return t == VKD3D_SHADER_TYPE_PIXEL; case VKD3D_SHADER_VISIBILITY_COMPUTE: return t == VKD3D_SHADER_TYPE_COMPUTE; default: WARN("Invalid shader visibility %#x.\n", visibility); return false; } } static bool shader_glsl_get_cbv_binding(const struct vkd3d_glsl_generator *gen, unsigned int register_space, unsigned int register_idx, unsigned int *binding_idx) { const struct vkd3d_shader_interface_info *interface_info = gen->interface_info; const struct vkd3d_shader_resource_binding *binding; unsigned int i; if (!interface_info) return false; for (i = 0; i < interface_info->binding_count; ++i) { binding = &interface_info->bindings[i]; if (binding->type != VKD3D_SHADER_DESCRIPTOR_TYPE_CBV) continue; if (binding->register_space != register_space) continue; if (binding->register_index != register_idx) continue; if (!shader_glsl_check_shader_visibility(gen, binding->shader_visibility)) continue; if (!(binding->flags & VKD3D_SHADER_BINDING_FLAG_BUFFER)) continue; *binding_idx = i; return true; } return false; } static void shader_glsl_generate_cbv_declaration(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_descriptor_info1 *cbv) { const struct vkd3d_shader_descriptor_binding *binding; const struct vkd3d_shader_descriptor_offset *offset; struct vkd3d_string_buffer *buffer = gen->buffer; const char *prefix = gen->prefix; unsigned int binding_idx; size_t size; if (cbv->count != 1) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND, "Constant buffer %u has unsupported descriptor array size %u.", cbv->register_id, cbv->count); return; } if (!shader_glsl_get_cbv_binding(gen, cbv->register_space, cbv->register_index, &binding_idx)) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND, "No descriptor binding specified for constant buffer %u.", cbv->register_id); return; } binding = &gen->interface_info->bindings[binding_idx].binding; if (binding->set != 0) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND, "Unsupported binding set %u specified for constant buffer %u.", binding->set, cbv->register_id); return; } if (binding->count != 1) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND, "Unsupported binding count %u specified for constant buffer %u.", binding->count, cbv->register_id); return; } if (gen->offset_info && gen->offset_info->binding_offsets) { offset = &gen->offset_info->binding_offsets[binding_idx]; if (offset->static_offset || offset->dynamic_offset_index != ~0u) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled descriptor offset specified for constant buffer %u.", cbv->register_id); return; } } size = align(cbv->buffer_size, VKD3D_VEC4_SIZE * sizeof(uint32_t)); size /= VKD3D_VEC4_SIZE * sizeof(uint32_t); vkd3d_string_buffer_printf(buffer, "layout(std140, binding = %u) uniform block_%s_cb_%u { vec4 %s_cb_%u[%zu]; };\n", binding->binding, prefix, cbv->register_id, prefix, cbv->register_id, size); } static void shader_glsl_generate_descriptor_declarations(struct vkd3d_glsl_generator *gen) { const struct vkd3d_shader_scan_descriptor_info1 *info = gen->descriptor_info; const struct vkd3d_shader_descriptor_info1 *descriptor; unsigned int i; for (i = 0; i < info->descriptor_count; ++i) { descriptor = &info->descriptors[i]; switch (descriptor->type) { case VKD3D_SHADER_DESCRIPTOR_TYPE_CBV: shader_glsl_generate_cbv_declaration(gen, descriptor); break; default: vkd3d_string_buffer_printf(gen->buffer, "/* */\n", descriptor->type); vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled descriptor type %#x.", descriptor->type); break; } } if (info->descriptor_count) vkd3d_string_buffer_printf(gen->buffer, "\n"); } static void shader_glsl_generate_interface_block(struct vkd3d_string_buffer *buffer, const char *type, unsigned int count) { unsigned int i; vkd3d_string_buffer_printf(buffer, "%s shader_in_out\n{\n", type); for (i = 0; i < count; ++i) { vkd3d_string_buffer_printf(buffer, " vec4 reg_%u;\n", i); } vkd3d_string_buffer_printf(buffer, "} shader_%s;\n", type); } static void shader_glsl_generate_input_declarations(struct vkd3d_glsl_generator *gen) { const struct shader_signature *signature = &gen->program->input_signature; struct vkd3d_string_buffer *buffer = gen->buffer; const struct signature_element *e; unsigned int i; if (!gen->interstage_input) { for (i = 0; i < signature->element_count; ++i) { e = &signature->elements[i]; if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED) continue; if (e->sysval_semantic) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled system value %#x.", e->sysval_semantic); continue; } if (e->component_type != VKD3D_SHADER_COMPONENT_FLOAT) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled component type %#x.", e->component_type); continue; } if (e->min_precision != VKD3D_SHADER_MINIMUM_PRECISION_NONE) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled minimum precision %#x.", e->min_precision); continue; } if (e->interpolation_mode != VKD3DSIM_NONE) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled interpolation mode %#x.", e->interpolation_mode); continue; } vkd3d_string_buffer_printf(buffer, "layout(location = %u) in vec4 shader_in_%u;\n", e->target_location, i); } } else if (gen->limits.input_count) { shader_glsl_generate_interface_block(buffer, "in", gen->limits.input_count); } vkd3d_string_buffer_printf(buffer, "\n"); } static void shader_glsl_generate_output_declarations(struct vkd3d_glsl_generator *gen) { const struct shader_signature *signature = &gen->program->output_signature; struct vkd3d_string_buffer *buffer = gen->buffer; const struct signature_element *e; unsigned int i; if (!gen->interstage_output) { for (i = 0; i < signature->element_count; ++i) { e = &signature->elements[i]; if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED) continue; if (e->sysval_semantic != VKD3D_SHADER_SV_TARGET) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled system value %#x.", e->sysval_semantic); continue; } if (e->component_type != VKD3D_SHADER_COMPONENT_FLOAT) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled component type %#x.", e->component_type); continue; } if (e->min_precision != VKD3D_SHADER_MINIMUM_PRECISION_NONE) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled minimum precision %#x.", e->min_precision); continue; } if (e->interpolation_mode != VKD3DSIM_NONE) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled interpolation mode %#x.", e->interpolation_mode); continue; } vkd3d_string_buffer_printf(buffer, "layout(location = %u) out vec4 shader_out_%u;\n", e->target_location, i); } } else if (gen->limits.output_count) { shader_glsl_generate_interface_block(buffer, "out", gen->limits.output_count); } vkd3d_string_buffer_printf(buffer, "\n"); } static void shader_glsl_generate_declarations(struct vkd3d_glsl_generator *gen) { const struct vsir_program *program = gen->program; struct vkd3d_string_buffer *buffer = gen->buffer; shader_glsl_generate_descriptor_declarations(gen); shader_glsl_generate_input_declarations(gen); shader_glsl_generate_output_declarations(gen); if (gen->limits.input_count) vkd3d_string_buffer_printf(buffer, "vec4 %s_in[%u];\n", gen->prefix, gen->limits.input_count); if (gen->limits.output_count) vkd3d_string_buffer_printf(buffer, "vec4 %s_out[%u];\n", gen->prefix, gen->limits.output_count); if (program->temp_count) vkd3d_string_buffer_printf(buffer, "vec4 r[%u];\n", program->temp_count); vkd3d_string_buffer_printf(buffer, "\n"); } static int vkd3d_glsl_generator_generate(struct vkd3d_glsl_generator *gen, struct vkd3d_shader_code *out) { const struct vkd3d_shader_instruction_array *instructions = &gen->program->instructions; struct vkd3d_string_buffer *buffer = gen->buffer; unsigned int i; void *code; MESSAGE("Generating a GLSL shader. This is unsupported; you get to keep all the pieces if it breaks.\n"); vkd3d_string_buffer_printf(buffer, "#version 440\n\n"); vkd3d_string_buffer_printf(buffer, "/* Generated by %s. */\n\n", vkd3d_shader_get_version(NULL, NULL)); shader_glsl_generate_declarations(gen); vkd3d_string_buffer_printf(buffer, "void main()\n{\n"); ++gen->indent; shader_glsl_shader_prologue(gen); for (i = 0; i < instructions->count; ++i) { vkd3d_glsl_handle_instruction(gen, &instructions->elements[i]); } vkd3d_string_buffer_printf(buffer, "}\n"); if (TRACE_ON()) vkd3d_string_buffer_trace(buffer); if (gen->failed) return VKD3D_ERROR_INVALID_SHADER; if ((code = vkd3d_malloc(buffer->buffer_size))) { memcpy(code, buffer->buffer, buffer->content_size); out->size = buffer->content_size; out->code = code; } else return VKD3D_ERROR_OUT_OF_MEMORY; return VKD3D_OK; } static void vkd3d_glsl_generator_cleanup(struct vkd3d_glsl_generator *gen) { vkd3d_string_buffer_release(&gen->string_buffers, gen->buffer); vkd3d_string_buffer_cache_cleanup(&gen->string_buffers); } static void shader_glsl_init_limits(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_version *version) { struct shader_limits *limits = &gen->limits; if (version->major < 4 || version->major >= 6) vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled shader version %u.%u.", version->major, version->minor); switch (version->type) { case VKD3D_SHADER_TYPE_VERTEX: limits->input_count = 32; limits->output_count = 32; break; case VKD3D_SHADER_TYPE_PIXEL: limits->input_count = 32; limits->output_count = 8; break; default: vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled shader type %#x.", version->type); limits->input_count = 0; limits->output_count = 0; break; } } static void vkd3d_glsl_generator_init(struct vkd3d_glsl_generator *gen, struct vsir_program *program, const struct vkd3d_shader_compile_info *compile_info, const struct vkd3d_shader_scan_descriptor_info1 *descriptor_info, struct vkd3d_shader_message_context *message_context) { enum vkd3d_shader_type type = program->shader_version.type; memset(gen, 0, sizeof(*gen)); gen->program = program; vkd3d_string_buffer_cache_init(&gen->string_buffers); gen->buffer = vkd3d_string_buffer_get(&gen->string_buffers); gen->location.source_name = compile_info->source_name; gen->message_context = message_context; if (!(gen->prefix = shader_glsl_get_prefix(type))) { vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL, "Internal compiler error: Unhandled shader type %#x.", type); gen->prefix = "unknown"; } shader_glsl_init_limits(gen, &program->shader_version); gen->interstage_input = type != VKD3D_SHADER_TYPE_VERTEX; gen->interstage_output = type != VKD3D_SHADER_TYPE_PIXEL; gen->interface_info = vkd3d_find_struct(compile_info->next, INTERFACE_INFO); gen->offset_info = vkd3d_find_struct(compile_info->next, DESCRIPTOR_OFFSET_INFO); gen->descriptor_info = descriptor_info; } int glsl_compile(struct vsir_program *program, uint64_t config_flags, const struct vkd3d_shader_scan_descriptor_info1 *descriptor_info, const struct vkd3d_shader_compile_info *compile_info, struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context) { struct vkd3d_glsl_generator generator; int ret; if ((ret = vsir_program_transform(program, config_flags, compile_info, message_context)) < 0) return ret; vkd3d_glsl_generator_init(&generator, program, compile_info, descriptor_info, message_context); ret = vkd3d_glsl_generator_generate(&generator, out); vkd3d_glsl_generator_cleanup(&generator); return ret; }