/* * Copyright 2023 Conor McCarthy for CodeWeavers * * 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" static inline bool shader_register_is_phase_instance_id(const struct vkd3d_shader_register *reg) { return reg->type == VKD3DSPR_FORKINSTID || reg->type == VKD3DSPR_JOININSTID; } static bool shader_instruction_is_dcl(const struct vkd3d_shader_instruction *ins) { return (VKD3DSIH_DCL <= ins->handler_idx && ins->handler_idx <= VKD3DSIH_DCL_VERTICES_OUT) || ins->handler_idx == VKD3DSIH_HS_DECLS; } static void vkd3d_shader_instruction_make_nop(struct vkd3d_shader_instruction *ins) { ins->handler_idx = VKD3DSIH_NOP; ins->dst_count = 0; ins->src_count = 0; ins->dst = NULL; ins->src = NULL; } static void shader_register_eliminate_phase_addressing(struct vkd3d_shader_register *reg, unsigned int instance_id) { unsigned int i; for (i = 0; i < ARRAY_SIZE(reg->idx) && reg->idx[i].offset != ~0u; ++i) { if (reg->idx[i].rel_addr && shader_register_is_phase_instance_id(®->idx[i].rel_addr->reg)) { reg->idx[i].rel_addr = NULL; reg->idx[i].offset += instance_id; } } } static void shader_instruction_eliminate_phase_instance_id(struct vkd3d_shader_instruction *ins, unsigned int instance_id) { struct vkd3d_shader_register *reg; unsigned int i; for (i = 0; i < ins->src_count; ++i) { reg = (struct vkd3d_shader_register *)&ins->src[i].reg; if (shader_register_is_phase_instance_id(reg)) { reg->type = VKD3DSPR_IMMCONST; reg->precision = VKD3D_SHADER_REGISTER_PRECISION_DEFAULT; reg->non_uniform = false; reg->idx[0].offset = ~0u; reg->idx[0].rel_addr = NULL; reg->idx[1].offset = ~0u; reg->idx[1].rel_addr = NULL; reg->idx[2].offset = ~0u; reg->idx[2].rel_addr = NULL; reg->immconst_type = VKD3D_IMMCONST_SCALAR; reg->u.immconst_uint[0] = instance_id; continue; } shader_register_eliminate_phase_addressing(reg, instance_id); } for (i = 0; i < ins->dst_count; ++i) shader_register_eliminate_phase_addressing((struct vkd3d_shader_register *)&ins->dst[i].reg, instance_id); } static bool normaliser_is_in_fork_or_join_phase(const struct vkd3d_shader_normaliser *normaliser) { return normaliser->phase == VKD3DSIH_HS_FORK_PHASE || normaliser->phase == VKD3DSIH_HS_JOIN_PHASE; } struct shader_phase_location { unsigned int index; unsigned int instance_count; unsigned int instruction_count; }; struct shader_phase_location_array { /* Unlikely worst case: one phase for each component of each output register. */ struct shader_phase_location locations[MAX_REG_OUTPUT * VKD3D_VEC4_SIZE]; unsigned int count; }; static void shader_normaliser_eliminate_phase_related_dcls(struct vkd3d_shader_normaliser *normaliser, unsigned int index, struct shader_phase_location_array *locations) { struct vkd3d_shader_instruction *ins = &normaliser->instructions.elements[index]; struct shader_phase_location *loc; bool b; if (ins->handler_idx == VKD3DSIH_HS_FORK_PHASE || ins->handler_idx == VKD3DSIH_HS_JOIN_PHASE) { b = normaliser_is_in_fork_or_join_phase(normaliser); /* Reset the phase info. */ normaliser->phase_body_idx = ~0u; normaliser->phase = ins->handler_idx; normaliser->instance_count = 1; /* Leave the first occurrence and delete the rest. */ if (b) vkd3d_shader_instruction_make_nop(ins); return; } else if (ins->handler_idx == VKD3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT || ins->handler_idx == VKD3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT) { normaliser->instance_count = ins->declaration.count + !ins->declaration.count; vkd3d_shader_instruction_make_nop(ins); return; } else if (ins->handler_idx == VKD3DSIH_DCL_INPUT && shader_register_is_phase_instance_id( &ins->declaration.dst.reg)) { vkd3d_shader_instruction_make_nop(ins); return; } else if (ins->handler_idx == VKD3DSIH_DCL_TEMPS && normaliser->phase != VKD3DSIH_INVALID) { /* Leave only the first temp declaration and set it to the max count later. */ if (!normaliser->max_temp_count) normaliser->temp_dcl_idx = index; else vkd3d_shader_instruction_make_nop(ins); normaliser->max_temp_count = max(normaliser->max_temp_count, ins->declaration.count); return; } if (normaliser->phase == VKD3DSIH_INVALID || shader_instruction_is_dcl(ins)) return; if (normaliser->phase_body_idx == ~0u) normaliser->phase_body_idx = index; if (ins->handler_idx == VKD3DSIH_RET) { vkd3d_shader_instruction_make_nop(ins); if (locations->count >= ARRAY_SIZE(locations->locations)) { FIXME("Insufficient space for phase location.\n"); return; } loc = &locations->locations[locations->count++]; loc->index = normaliser->phase_body_idx; loc->instance_count = normaliser->instance_count; loc->instruction_count = index - normaliser->phase_body_idx; } } static enum vkd3d_result shader_normaliser_flatten_phases(struct vkd3d_shader_normaliser *normaliser, struct shader_phase_location_array *locations) { struct shader_phase_location *loc; unsigned int i, j, k, end, count; for (i = 0, count = 0; i < locations->count; ++i) count += (locations->locations[i].instance_count - 1) * locations->locations[i].instruction_count; if (!shader_instruction_array_reserve(&normaliser->instructions, normaliser->instructions.count + count)) return VKD3D_ERROR_OUT_OF_MEMORY; end = normaliser->instructions.count; normaliser->instructions.count += count; for (i = locations->count; i > 0; --i) { loc = &locations->locations[i - 1]; j = loc->index + loc->instruction_count; memmove(&normaliser->instructions.elements[j + count], &normaliser->instructions.elements[j], (end - j) * sizeof(*normaliser->instructions.elements)); end = j; count -= (loc->instance_count - 1) * loc->instruction_count; loc->index += count; } for (i = 0, count = 0; i < locations->count; ++i) { loc = &locations->locations[i]; /* Make a copy of the non-dcl instructions for each instance. */ for (j = 1; j < loc->instance_count; ++j) { for (k = 0; k < loc->instruction_count; ++k) { if (!shader_instruction_array_clone_instruction(&normaliser->instructions, loc->index + loc->instruction_count * j + k, loc->index + k)) return VKD3D_ERROR_OUT_OF_MEMORY; } } /* Replace each reference to the instance id with a constant instance id. */ for (j = 0; j < loc->instance_count; ++j) { for (k = 0; k < loc->instruction_count; ++k) shader_instruction_eliminate_phase_instance_id( &normaliser->instructions.elements[loc->index + loc->instruction_count * j + k], j); } } return VKD3D_OK; } static void shader_instruction_init(struct vkd3d_shader_instruction *ins, enum vkd3d_shader_opcode handler_idx) { memset(ins, 0, sizeof(*ins)); ins->handler_idx = handler_idx; } void shader_normaliser_init(struct vkd3d_shader_normaliser *normaliser, struct vkd3d_shader_instruction_array *instructions) { memset(normaliser, 0, sizeof(*normaliser)); normaliser->phase = VKD3DSIH_INVALID; normaliser->instructions = *instructions; memset(instructions, 0, sizeof(*instructions)); } enum vkd3d_result shader_normaliser_flatten_hull_shader_phases(struct vkd3d_shader_normaliser *normaliser) { struct vkd3d_shader_instruction_array *instructions = &normaliser->instructions; struct shader_phase_location_array locations; enum vkd3d_result result = VKD3D_OK; unsigned int i; for (i = 0, locations.count = 0; i < instructions->count; ++i) shader_normaliser_eliminate_phase_related_dcls(normaliser, i, &locations); if ((result = shader_normaliser_flatten_phases(normaliser, &locations)) < 0) return result; if (normaliser->phase != VKD3DSIH_INVALID) { if (normaliser->temp_dcl_idx) instructions->elements[normaliser->temp_dcl_idx].declaration.count = normaliser->max_temp_count; if (!shader_instruction_array_reserve(&normaliser->instructions, normaliser->instructions.count + 1)) return VKD3D_ERROR_OUT_OF_MEMORY; shader_instruction_init(&instructions->elements[instructions->count++], VKD3DSIH_RET); } return result; } void shader_normaliser_destroy(struct vkd3d_shader_normaliser *normaliser) { shader_instruction_array_destroy(&normaliser->instructions); }