vkd3d/libs/vkd3d-shader/vkd3d_shader_private.h

899 lines
24 KiB
C

/*
* Copyright 2017 Józef Kucia 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
*
* This file incorporates work covered by the following copyright and
* permission notice:
*
* Copyright 2002-2003 The wine-d3d team
* Copyright 2002-2003 2004 Jason Edmeades
* Copyright 2002-2003 Raphael Junqueira
* Copyright 2005 Oliver Stieber
* Copyright 2006 Stefan Dösinger
* Copyright 2006-2011, 2013 Stefan Dösinger for CodeWeavers
* Copyright 2007 Henri Verbeet
* Copyright 2008-2009 Henri Verbeet 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
*/
#ifndef __VKD3D_SHADER_PRIVATE_H
#define __VKD3D_SHADER_PRIVATE_H
#include "vkd3d_common.h"
#include "vkd3d_memory.h"
#include "vkd3d_shader.h"
#include "list.h"
#include <assert.h>
#include <inttypes.h>
#include <limits.h>
#include <stdbool.h>
#define VKD3D_VEC4_SIZE 4
enum VKD3D_SHADER_INSTRUCTION_HANDLER
{
VKD3DSIH_ABS,
VKD3DSIH_ADD,
VKD3DSIH_AND,
VKD3DSIH_ATOMIC_AND,
VKD3DSIH_ATOMIC_CMP_STORE,
VKD3DSIH_ATOMIC_IADD,
VKD3DSIH_ATOMIC_IMAX,
VKD3DSIH_ATOMIC_IMIN,
VKD3DSIH_ATOMIC_OR,
VKD3DSIH_ATOMIC_UMAX,
VKD3DSIH_ATOMIC_UMIN,
VKD3DSIH_ATOMIC_XOR,
VKD3DSIH_BEM,
VKD3DSIH_BFI,
VKD3DSIH_BFREV,
VKD3DSIH_BREAK,
VKD3DSIH_BREAKC,
VKD3DSIH_BREAKP,
VKD3DSIH_BUFINFO,
VKD3DSIH_CALL,
VKD3DSIH_CALLNZ,
VKD3DSIH_CASE,
VKD3DSIH_CMP,
VKD3DSIH_CND,
VKD3DSIH_CONTINUE,
VKD3DSIH_CONTINUEP,
VKD3DSIH_COUNTBITS,
VKD3DSIH_CRS,
VKD3DSIH_CUT,
VKD3DSIH_CUT_STREAM,
VKD3DSIH_DCL,
VKD3DSIH_DCL_CONSTANT_BUFFER,
VKD3DSIH_DCL_FUNCTION_BODY,
VKD3DSIH_DCL_FUNCTION_TABLE,
VKD3DSIH_DCL_GLOBAL_FLAGS,
VKD3DSIH_DCL_GS_INSTANCES,
VKD3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT,
VKD3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT,
VKD3DSIH_DCL_HS_MAX_TESSFACTOR,
VKD3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER,
VKD3DSIH_DCL_INDEX_RANGE,
VKD3DSIH_DCL_INDEXABLE_TEMP,
VKD3DSIH_DCL_INPUT,
VKD3DSIH_DCL_INPUT_CONTROL_POINT_COUNT,
VKD3DSIH_DCL_INPUT_PRIMITIVE,
VKD3DSIH_DCL_INPUT_PS,
VKD3DSIH_DCL_INPUT_PS_SGV,
VKD3DSIH_DCL_INPUT_PS_SIV,
VKD3DSIH_DCL_INPUT_SGV,
VKD3DSIH_DCL_INPUT_SIV,
VKD3DSIH_DCL_INTERFACE,
VKD3DSIH_DCL_OUTPUT,
VKD3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT,
VKD3DSIH_DCL_OUTPUT_SIV,
VKD3DSIH_DCL_OUTPUT_TOPOLOGY,
VKD3DSIH_DCL_RESOURCE_RAW,
VKD3DSIH_DCL_RESOURCE_STRUCTURED,
VKD3DSIH_DCL_SAMPLER,
VKD3DSIH_DCL_STREAM,
VKD3DSIH_DCL_TEMPS,
VKD3DSIH_DCL_TESSELLATOR_DOMAIN,
VKD3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE,
VKD3DSIH_DCL_TESSELLATOR_PARTITIONING,
VKD3DSIH_DCL_TGSM_RAW,
VKD3DSIH_DCL_TGSM_STRUCTURED,
VKD3DSIH_DCL_THREAD_GROUP,
VKD3DSIH_DCL_UAV_RAW,
VKD3DSIH_DCL_UAV_STRUCTURED,
VKD3DSIH_DCL_UAV_TYPED,
VKD3DSIH_DCL_VERTICES_OUT,
VKD3DSIH_DEF,
VKD3DSIH_DEFAULT,
VKD3DSIH_DEFB,
VKD3DSIH_DEFI,
VKD3DSIH_DIV,
VKD3DSIH_DP2,
VKD3DSIH_DP2ADD,
VKD3DSIH_DP3,
VKD3DSIH_DP4,
VKD3DSIH_DST,
VKD3DSIH_DSX,
VKD3DSIH_DSX_COARSE,
VKD3DSIH_DSX_FINE,
VKD3DSIH_DSY,
VKD3DSIH_DSY_COARSE,
VKD3DSIH_DSY_FINE,
VKD3DSIH_ELSE,
VKD3DSIH_EMIT,
VKD3DSIH_EMIT_STREAM,
VKD3DSIH_ENDIF,
VKD3DSIH_ENDLOOP,
VKD3DSIH_ENDREP,
VKD3DSIH_ENDSWITCH,
VKD3DSIH_EQ,
VKD3DSIH_EXP,
VKD3DSIH_EXPP,
VKD3DSIH_F16TOF32,
VKD3DSIH_F32TOF16,
VKD3DSIH_FCALL,
VKD3DSIH_FIRSTBIT_HI,
VKD3DSIH_FIRSTBIT_LO,
VKD3DSIH_FIRSTBIT_SHI,
VKD3DSIH_FRC,
VKD3DSIH_FTOI,
VKD3DSIH_FTOU,
VKD3DSIH_GATHER4,
VKD3DSIH_GATHER4_C,
VKD3DSIH_GATHER4_PO,
VKD3DSIH_GATHER4_PO_C,
VKD3DSIH_GE,
VKD3DSIH_HS_CONTROL_POINT_PHASE,
VKD3DSIH_HS_DECLS,
VKD3DSIH_HS_FORK_PHASE,
VKD3DSIH_HS_JOIN_PHASE,
VKD3DSIH_IADD,
VKD3DSIH_IBFE,
VKD3DSIH_IEQ,
VKD3DSIH_IF,
VKD3DSIH_IFC,
VKD3DSIH_IGE,
VKD3DSIH_ILT,
VKD3DSIH_IMAD,
VKD3DSIH_IMAX,
VKD3DSIH_IMIN,
VKD3DSIH_IMM_ATOMIC_ALLOC,
VKD3DSIH_IMM_ATOMIC_AND,
VKD3DSIH_IMM_ATOMIC_CMP_EXCH,
VKD3DSIH_IMM_ATOMIC_CONSUME,
VKD3DSIH_IMM_ATOMIC_EXCH,
VKD3DSIH_IMM_ATOMIC_IADD,
VKD3DSIH_IMM_ATOMIC_IMAX,
VKD3DSIH_IMM_ATOMIC_IMIN,
VKD3DSIH_IMM_ATOMIC_OR,
VKD3DSIH_IMM_ATOMIC_UMAX,
VKD3DSIH_IMM_ATOMIC_UMIN,
VKD3DSIH_IMM_ATOMIC_XOR,
VKD3DSIH_IMUL,
VKD3DSIH_INE,
VKD3DSIH_INEG,
VKD3DSIH_ISHL,
VKD3DSIH_ISHR,
VKD3DSIH_ITOF,
VKD3DSIH_LABEL,
VKD3DSIH_LD,
VKD3DSIH_LD2DMS,
VKD3DSIH_LD_RAW,
VKD3DSIH_LD_STRUCTURED,
VKD3DSIH_LD_UAV_TYPED,
VKD3DSIH_LIT,
VKD3DSIH_LOD,
VKD3DSIH_LOG,
VKD3DSIH_LOGP,
VKD3DSIH_LOOP,
VKD3DSIH_LRP,
VKD3DSIH_LT,
VKD3DSIH_M3x2,
VKD3DSIH_M3x3,
VKD3DSIH_M3x4,
VKD3DSIH_M4x3,
VKD3DSIH_M4x4,
VKD3DSIH_MAD,
VKD3DSIH_MAX,
VKD3DSIH_MIN,
VKD3DSIH_MOV,
VKD3DSIH_MOVA,
VKD3DSIH_MOVC,
VKD3DSIH_MUL,
VKD3DSIH_NE,
VKD3DSIH_NOP,
VKD3DSIH_NOT,
VKD3DSIH_NRM,
VKD3DSIH_OR,
VKD3DSIH_PHASE,
VKD3DSIH_POW,
VKD3DSIH_RCP,
VKD3DSIH_REP,
VKD3DSIH_RESINFO,
VKD3DSIH_RET,
VKD3DSIH_RETP,
VKD3DSIH_ROUND_NE,
VKD3DSIH_ROUND_NI,
VKD3DSIH_ROUND_PI,
VKD3DSIH_ROUND_Z,
VKD3DSIH_RSQ,
VKD3DSIH_SAMPLE,
VKD3DSIH_SAMPLE_B,
VKD3DSIH_SAMPLE_C,
VKD3DSIH_SAMPLE_C_LZ,
VKD3DSIH_SAMPLE_GRAD,
VKD3DSIH_SAMPLE_INFO,
VKD3DSIH_SAMPLE_LOD,
VKD3DSIH_SAMPLE_POS,
VKD3DSIH_SETP,
VKD3DSIH_SGE,
VKD3DSIH_SGN,
VKD3DSIH_SINCOS,
VKD3DSIH_SLT,
VKD3DSIH_SQRT,
VKD3DSIH_STORE_RAW,
VKD3DSIH_STORE_STRUCTURED,
VKD3DSIH_STORE_UAV_TYPED,
VKD3DSIH_SUB,
VKD3DSIH_SWAPC,
VKD3DSIH_SWITCH,
VKD3DSIH_SYNC,
VKD3DSIH_TEX,
VKD3DSIH_TEXBEM,
VKD3DSIH_TEXBEML,
VKD3DSIH_TEXCOORD,
VKD3DSIH_TEXDEPTH,
VKD3DSIH_TEXDP3,
VKD3DSIH_TEXDP3TEX,
VKD3DSIH_TEXKILL,
VKD3DSIH_TEXLDD,
VKD3DSIH_TEXLDL,
VKD3DSIH_TEXM3x2DEPTH,
VKD3DSIH_TEXM3x2PAD,
VKD3DSIH_TEXM3x2TEX,
VKD3DSIH_TEXM3x3,
VKD3DSIH_TEXM3x3DIFF,
VKD3DSIH_TEXM3x3PAD,
VKD3DSIH_TEXM3x3SPEC,
VKD3DSIH_TEXM3x3TEX,
VKD3DSIH_TEXM3x3VSPEC,
VKD3DSIH_TEXREG2AR,
VKD3DSIH_TEXREG2GB,
VKD3DSIH_TEXREG2RGB,
VKD3DSIH_UBFE,
VKD3DSIH_UDIV,
VKD3DSIH_UGE,
VKD3DSIH_ULT,
VKD3DSIH_UMAX,
VKD3DSIH_UMIN,
VKD3DSIH_UMUL,
VKD3DSIH_USHR,
VKD3DSIH_UTOF,
VKD3DSIH_XOR,
VKD3DSIH_TABLE_SIZE
};
enum vkd3d_shader_register_type
{
VKD3DSPR_TEMP = 0,
VKD3DSPR_INPUT = 1,
VKD3DSPR_CONST = 2,
VKD3DSPR_ADDR = 3,
VKD3DSPR_TEXTURE = 3,
VKD3DSPR_RASTOUT = 4,
VKD3DSPR_ATTROUT = 5,
VKD3DSPR_TEXCRDOUT = 6,
VKD3DSPR_OUTPUT = 6,
VKD3DSPR_CONSTINT = 7,
VKD3DSPR_COLOROUT = 8,
VKD3DSPR_DEPTHOUT = 9,
VKD3DSPR_SAMPLER = 10,
VKD3DSPR_CONST2 = 11,
VKD3DSPR_CONST3 = 12,
VKD3DSPR_CONST4 = 13,
VKD3DSPR_CONSTBOOL = 14,
VKD3DSPR_LOOP = 15,
VKD3DSPR_TEMPFLOAT16 = 16,
VKD3DSPR_MISCTYPE = 17,
VKD3DSPR_LABEL = 18,
VKD3DSPR_PREDICATE = 19,
VKD3DSPR_IMMCONST,
VKD3DSPR_CONSTBUFFER,
VKD3DSPR_IMMCONSTBUFFER,
VKD3DSPR_PRIMID,
VKD3DSPR_NULL,
VKD3DSPR_RESOURCE,
VKD3DSPR_UAV,
VKD3DSPR_OUTPOINTID,
VKD3DSPR_FORKINSTID,
VKD3DSPR_JOININSTID,
VKD3DSPR_INCONTROLPOINT,
VKD3DSPR_OUTCONTROLPOINT,
VKD3DSPR_PATCHCONST,
VKD3DSPR_TESSCOORD,
VKD3DSPR_GROUPSHAREDMEM,
VKD3DSPR_THREADID,
VKD3DSPR_THREADGROUPID,
VKD3DSPR_LOCALTHREADID,
VKD3DSPR_LOCALTHREADINDEX,
VKD3DSPR_IDXTEMP,
VKD3DSPR_STREAM,
VKD3DSPR_FUNCTIONBODY,
VKD3DSPR_FUNCTIONPOINTER,
VKD3DSPR_COVERAGE,
VKD3DSPR_SAMPLEMASK,
VKD3DSPR_GSINSTID,
};
enum vkd3d_component_type
{
VKD3D_TYPE_VOID = 0,
VKD3D_TYPE_UINT = 1,
VKD3D_TYPE_INT = 2,
VKD3D_TYPE_FLOAT = 3,
VKD3D_TYPE_COUNT,
};
enum vkd3d_shader_resource_type
{
VKD3D_SHADER_RESOURCE_NONE,
VKD3D_SHADER_RESOURCE_BUFFER,
VKD3D_SHADER_RESOURCE_TEXTURE_1D,
VKD3D_SHADER_RESOURCE_TEXTURE_2D,
VKD3D_SHADER_RESOURCE_TEXTURE_2DMS,
VKD3D_SHADER_RESOURCE_TEXTURE_3D,
VKD3D_SHADER_RESOURCE_TEXTURE_CUBE,
VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY,
VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY,
VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY,
VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY,
};
enum vkd3d_data_type
{
VKD3D_DATA_FLOAT,
VKD3D_DATA_INT,
VKD3D_DATA_RESOURCE,
VKD3D_DATA_SAMPLER,
VKD3D_DATA_UAV,
VKD3D_DATA_UINT,
VKD3D_DATA_UNORM,
VKD3D_DATA_SNORM,
VKD3D_DATA_OPAQUE,
};
enum vkd3d_immconst_type
{
VKD3D_IMMCONST_SCALAR,
VKD3D_IMMCONST_VEC4,
};
#define VKD3DSP_NOSWIZZLE (0u | (1u << 2) | (2u << 4) | (3u << 6))
enum vkd3d_shader_src_modifier
{
VKD3DSPSM_NONE = 0,
VKD3DSPSM_NEG = 1,
VKD3DSPSM_BIAS = 2,
VKD3DSPSM_BIASNEG = 3,
VKD3DSPSM_SIGN = 4,
VKD3DSPSM_SIGNNEG = 5,
VKD3DSPSM_COMP = 6,
VKD3DSPSM_X2 = 7,
VKD3DSPSM_X2NEG = 8,
VKD3DSPSM_DZ = 9,
VKD3DSPSM_DW = 10,
VKD3DSPSM_ABS = 11,
VKD3DSPSM_ABSNEG = 12,
VKD3DSPSM_NOT = 13,
};
#define VKD3DSP_WRITEMASK_0 0x1u /* .x r */
#define VKD3DSP_WRITEMASK_1 0x2u /* .y g */
#define VKD3DSP_WRITEMASK_2 0x4u /* .z b */
#define VKD3DSP_WRITEMASK_3 0x8u /* .w a */
#define VKD3DSP_WRITEMASK_ALL 0xfu /* all */
enum vkd3d_shader_dst_modifier
{
VKD3DSPDM_NONE = 0,
VKD3DSPDM_SATURATE = 1,
VKD3DSPDM_PARTIALPRECISION = 2,
VKD3DSPDM_MSAMPCENTROID = 4,
};
enum vkd3d_shader_interpolation_mode
{
VKD3DSIM_CONSTANT = 1,
VKD3DSIM_LINEAR = 2,
VKD3DSIM_LINEAR_CENTROID = 3,
VKD3DSIM_LINEAR_NOPERSPECTIVE = 4,
VKD3DSIM_LINEAR_NOPERSPECTIVE_CENTROID = 5,
VKD3DSIM_LINEAR_SAMPLE = 6,
VKD3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE = 7,
};
enum vkd3d_shader_global_flags
{
VKD3DSGF_REFACTORING_ALLOWED = 0x1,
VKD3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x8,
};
enum vkd3d_shader_sync_flags
{
VKD3DSSF_THREAD_GROUP = 0x1,
VKD3DSSF_GROUP_SHARED_MEMORY = 0x2,
};
enum vkd3d_shader_uav_flags
{
VKD3DSUF_GLOBALLY_COHERENT = 0x2,
VKD3DSUF_ORDER_PRESERVING_COUNTER = 0x100,
};
enum vkd3d_tessellator_domain
{
VKD3D_TESSELLATOR_DOMAIN_LINE = 1,
VKD3D_TESSELLATOR_DOMAIN_TRIANGLE = 2,
VKD3D_TESSELLATOR_DOMAIN_QUAD = 3,
};
enum vkd3d_tessellator_output_primitive
{
VKD3D_TESSELLATOR_OUTPUT_POINT = 1,
VKD3D_TESSELLATOR_OUTPUT_LINE = 2,
VKD3D_TESSELLATOR_OUTPUT_TRIANGLE_CW = 3,
VKD3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW = 4,
};
enum vkd3d_tessellator_partitioning
{
VKD3D_TESSELLATOR_PARTITIONING_INTEGER = 1,
VKD3D_TESSELLATOR_PARTITIONING_POW2 = 2,
VKD3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD = 3,
VKD3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN = 4,
};
#define VKD3DSI_INDEXED_DYNAMIC 0x4
#define VKD3DSI_RESINFO_RCP_FLOAT 0x1
#define VKD3DSI_RESINFO_UINT 0x2
#define VKD3DSI_SAMPLE_INFO_UINT 0x1
#define VKD3DSI_SAMPLER_COMPARISON_MODE 0x1
enum vkd3d_shader_rel_op
{
VKD3D_SHADER_REL_OP_GT = 1,
VKD3D_SHADER_REL_OP_EQ = 2,
VKD3D_SHADER_REL_OP_GE = 3,
VKD3D_SHADER_REL_OP_LT = 4,
VKD3D_SHADER_REL_OP_NE = 5,
VKD3D_SHADER_REL_OP_LE = 6,
};
enum vkd3d_shader_conditional_op
{
VKD3D_SHADER_CONDITIONAL_OP_NZ = 0,
VKD3D_SHADER_CONDITIONAL_OP_Z = 1
};
#define VKD3D_SM1_VS 0xfffeu
#define VKD3D_SM1_PS 0xffffu
#define VKD3D_SM4_PS 0x0000u
#define VKD3D_SM4_VS 0x0001u
#define VKD3D_SM4_GS 0x0002u
#define VKD3D_SM5_HS 0x0003u
#define VKD3D_SM5_DS 0x0004u
#define VKD3D_SM5_CS 0x0005u
/* Shader version tokens, and shader end tokens */
#define VKD3DPS_VERSION(major, minor) ((VKD3D_SM1_PS << 16) | ((major) << 8) | (minor))
#define VKD3DVS_VERSION(major, minor) ((VKD3D_SM1_VS << 16) | ((major) << 8) | (minor))
#define MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE 4096
#define MAX_REG_OUTPUT 32
enum vkd3d_shader_type
{
VKD3D_SHADER_TYPE_PIXEL,
VKD3D_SHADER_TYPE_VERTEX,
VKD3D_SHADER_TYPE_GEOMETRY,
VKD3D_SHADER_TYPE_HULL,
VKD3D_SHADER_TYPE_DOMAIN,
VKD3D_SHADER_TYPE_GRAPHICS_COUNT,
VKD3D_SHADER_TYPE_COMPUTE = VKD3D_SHADER_TYPE_GRAPHICS_COUNT,
VKD3D_SHADER_TYPE_COUNT,
};
struct vkd3d_shader_version
{
enum vkd3d_shader_type type;
BYTE major;
BYTE minor;
};
struct vkd3d_shader_immediate_constant_buffer
{
unsigned int vec4_count;
DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
};
struct vkd3d_shader_indexable_temp
{
struct list entry;
unsigned int register_idx;
unsigned int register_size;
unsigned int component_count;
};
struct vkd3d_shader_register_index
{
const struct vkd3d_shader_src_param *rel_addr;
unsigned int offset;
};
struct vkd3d_shader_register
{
enum vkd3d_shader_register_type type;
enum vkd3d_data_type data_type;
struct vkd3d_shader_register_index idx[2];
enum vkd3d_immconst_type immconst_type;
union
{
DWORD immconst_data[VKD3D_VEC4_SIZE];
unsigned fp_body_idx;
} u;
};
struct vkd3d_shader_dst_param
{
struct vkd3d_shader_register reg;
DWORD write_mask;
DWORD modifiers;
DWORD shift;
};
struct vkd3d_shader_src_param
{
struct vkd3d_shader_register reg;
DWORD swizzle;
enum vkd3d_shader_src_modifier modifiers;
};
struct vkd3d_shader_index_range
{
struct vkd3d_shader_dst_param first_register;
unsigned int last_register;
};
enum vkd3d_decl_usage
{
VKD3D_DECL_USAGE_POSITION = 0,
VKD3D_DECL_USAGE_BLEND_WEIGHT = 1,
VKD3D_DECL_USAGE_BLEND_INDICES = 2,
VKD3D_DECL_USAGE_NORMAL = 3,
VKD3D_DECL_USAGE_PSIZE = 4,
VKD3D_DECL_USAGE_TEXCOORD = 5,
VKD3D_DECL_USAGE_TANGENT = 6,
VKD3D_DECL_USAGE_BINORMAL = 7,
VKD3D_DECL_USAGE_TESS_FACTOR = 8,
VKD3D_DECL_USAGE_POSITIONT = 9,
VKD3D_DECL_USAGE_COLOR = 10,
VKD3D_DECL_USAGE_FOG = 11,
VKD3D_DECL_USAGE_DEPTH = 12,
VKD3D_DECL_USAGE_SAMPLE = 13
};
struct vkd3d_shader_semantic
{
enum vkd3d_decl_usage usage;
UINT usage_idx;
enum vkd3d_shader_resource_type resource_type;
enum vkd3d_data_type resource_data_type;
struct vkd3d_shader_dst_param reg;
};
enum vkd3d_sysval_semantic
{
VKD3D_SV_POSITION = 1,
VKD3D_SV_CLIP_DISTANCE = 2,
VKD3D_SV_CULL_DISTANCE = 3,
VKD3D_SV_RENDER_TARGET_ARRAY_INDEX = 4,
VKD3D_SV_VIEWPORT_ARRAY_INDEX = 5,
VKD3D_SV_VERTEX_ID = 6,
VKD3D_SV_PRIMITIVE_ID = 7,
VKD3D_SV_INSTANCE_ID = 8,
VKD3D_SV_IS_FRONT_FACE = 9,
VKD3D_SV_SAMPLE_INDEX = 10,
VKD3D_SV_TESS_FACTOR_QUADEDGE = 11,
VKD3D_SV_TESS_FACTOR_QUADINT = 12,
VKD3D_SV_TESS_FACTOR_TRIEDGE = 13,
VKD3D_SV_TESS_FACTOR_TRIINT = 14,
VKD3D_SV_TESS_FACTOR_LINEDET = 15,
VKD3D_SV_TESS_FACTOR_LINEDEN = 16,
};
enum vkd3d_shader_input_sysval_semantic
{
VKD3D_SIV_NONE = 0,
VKD3D_SIV_POSITION = 1,
VKD3D_SIV_CLIP_DISTANCE = 2,
VKD3D_SIV_CULL_DISTANCE = 3,
VKD3D_SIV_RENDER_TARGET_ARRAY_INDEX = 4,
VKD3D_SIV_VIEWPORT_ARRAY_INDEX = 5,
VKD3D_SIV_VERTEX_ID = 6,
VKD3D_SIV_PRIMITIVE_ID = 7,
VKD3D_SIV_INSTANCE_ID = 8,
VKD3D_SIV_IS_FRONT_FACE = 9,
VKD3D_SIV_SAMPLE_INDEX = 10,
VKD3D_SIV_QUAD_U0_TESS_FACTOR = 11,
VKD3D_SIV_QUAD_V0_TESS_FACTOR = 12,
VKD3D_SIV_QUAD_U1_TESS_FACTOR = 13,
VKD3D_SIV_QUAD_V1_TESS_FACTOR = 14,
VKD3D_SIV_QUAD_U_INNER_TESS_FACTOR = 15,
VKD3D_SIV_QUAD_V_INNER_TESS_FACTOR = 16,
VKD3D_SIV_TRIANGLE_U_TESS_FACTOR = 17,
VKD3D_SIV_TRIANGLE_V_TESS_FACTOR = 18,
VKD3D_SIV_TRIANGLE_W_TESS_FACTOR = 19,
VKD3D_SIV_TRIANGLE_INNER_TESS_FACTOR = 20,
VKD3D_SIV_LINE_DETAIL_TESS_FACTOR = 21,
VKD3D_SIV_LINE_DENSITY_TESS_FACTOR = 22,
};
struct vkd3d_shader_signature_element
{
const char *semantic_name;
unsigned int semantic_idx;
unsigned int stream_idx;
enum vkd3d_sysval_semantic sysval_semantic;
enum vkd3d_component_type component_type;
unsigned int register_idx;
DWORD mask;
};
struct vkd3d_shader_signature
{
UINT element_count;
struct vkd3d_shader_signature_element *elements;
};
struct vkd3d_shader_desc
{
const DWORD *byte_code;
size_t byte_code_size;
struct vkd3d_shader_signature input_signature;
struct vkd3d_shader_signature output_signature;
struct vkd3d_shader_signature patch_constant_signature;
};
struct vkd3d_shader_register_semantic
{
struct vkd3d_shader_dst_param reg;
enum vkd3d_shader_input_sysval_semantic sysval_semantic;
};
struct vkd3d_shader_structured_resource
{
struct vkd3d_shader_dst_param reg;
unsigned int byte_stride;
};
struct vkd3d_shader_tgsm
{
unsigned int size;
unsigned int stride;
};
struct vkd3d_shader_tgsm_raw
{
struct vkd3d_shader_dst_param reg;
unsigned int byte_count;
};
struct vkd3d_shader_tgsm_structured
{
struct vkd3d_shader_dst_param reg;
unsigned int byte_stride;
unsigned int structure_count;
};
struct vkd3d_shader_thread_group_size
{
unsigned int x, y, z;
};
struct vkd3d_shader_function_table_pointer
{
unsigned int index;
unsigned int array_size;
unsigned int body_count;
unsigned int table_count;
};
struct vkd3d_shader_texel_offset
{
signed char u, v, w;
};
enum vkd3d_primitive_type
{
VKD3D_PT_UNDEFINED = 0,
VKD3D_PT_POINTLIST = 1,
VKD3D_PT_LINELIST = 2,
VKD3D_PT_LINESTRIP = 3,
VKD3D_PT_TRIANGLELIST = 4,
VKD3D_PT_TRIANGLESTRIP = 5,
VKD3D_PT_TRIANGLEFAN = 6,
VKD3D_PT_LINELIST_ADJ = 10,
VKD3D_PT_LINESTRIP_ADJ = 11,
VKD3D_PT_TRIANGLELIST_ADJ = 12,
VKD3D_PT_TRIANGLESTRIP_ADJ = 13,
VKD3D_PT_PATCH = 14,
};
struct vkd3d_shader_primitive_type
{
enum vkd3d_primitive_type type;
unsigned int patch_vertex_count;
};
struct vkd3d_shader_instruction
{
const struct vkd3d_shader_context *ctx;
enum VKD3D_SHADER_INSTRUCTION_HANDLER handler_idx;
DWORD flags;
unsigned int dst_count;
unsigned int src_count;
const struct vkd3d_shader_dst_param *dst;
const struct vkd3d_shader_src_param *src;
struct vkd3d_shader_texel_offset texel_offset;
union
{
struct vkd3d_shader_semantic semantic;
struct vkd3d_shader_register_semantic register_semantic;
struct vkd3d_shader_primitive_type primitive_type;
struct vkd3d_shader_dst_param dst;
struct vkd3d_shader_src_param src;
unsigned int count;
unsigned int index;
const struct vkd3d_shader_immediate_constant_buffer *icb;
struct vkd3d_shader_structured_resource structured_resource;
struct vkd3d_shader_tgsm_raw tgsm_raw;
struct vkd3d_shader_tgsm_structured tgsm_structured;
struct vkd3d_shader_thread_group_size thread_group_size;
enum vkd3d_tessellator_domain tessellator_domain;
enum vkd3d_tessellator_output_primitive tessellator_output_primitive;
enum vkd3d_tessellator_partitioning tessellator_partitioning;
float max_tessellation_factor;
struct vkd3d_shader_index_range index_range;
struct vkd3d_shader_indexable_temp indexable_temp;
struct vkd3d_shader_function_table_pointer fp;
} declaration;
};
static inline BOOL vkd3d_shader_instruction_has_texel_offset(const struct vkd3d_shader_instruction *ins)
{
return ins->texel_offset.u || ins->texel_offset.v || ins->texel_offset.w;
}
void *shader_sm4_init(const DWORD *byte_code, size_t byte_code_size,
const struct vkd3d_shader_signature *output_signature) DECLSPEC_HIDDEN;
void shader_sm4_free(void *data) DECLSPEC_HIDDEN;
void shader_sm4_read_header(void *data, const DWORD **ptr,
struct vkd3d_shader_version *shader_version) DECLSPEC_HIDDEN;
void shader_sm4_read_instruction(void *data, const DWORD **ptr,
struct vkd3d_shader_instruction *ins) DECLSPEC_HIDDEN;
BOOL shader_sm4_is_end(void *data, const DWORD **ptr) DECLSPEC_HIDDEN;
HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length,
struct vkd3d_shader_desc *desc) DECLSPEC_HIDDEN;
struct vkd3d_shader_signature_element *shader_find_signature_element(const struct vkd3d_shader_signature *s,
const char *semantic_name, unsigned int semantic_idx, unsigned int stream_idx) DECLSPEC_HIDDEN;
void free_shader_desc(struct vkd3d_shader_desc *desc) DECLSPEC_HIDDEN;
struct vkd3d_dxbc_compiler;
struct vkd3d_dxbc_compiler *vkd3d_dxbc_compiler_create(
const struct vkd3d_shader_version *shader_version, uint32_t compiler_options) DECLSPEC_HIDDEN;
void vkd3d_dxbc_compiler_handle_instruction(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_instruction *instruction) DECLSPEC_HIDDEN;
bool vkd3d_dxbc_compiler_generate_spirv(struct vkd3d_dxbc_compiler *compiler,
struct vkd3d_shader_code *spirv) DECLSPEC_HIDDEN;
void vkd3d_dxbc_compiler_destroy(struct vkd3d_dxbc_compiler *compiler) DECLSPEC_HIDDEN;
static inline enum vkd3d_component_type vkd3d_component_type_for_semantic(
enum vkd3d_shader_input_sysval_semantic sysval)
{
switch (sysval)
{
case VKD3D_SIV_NONE:
return VKD3D_TYPE_FLOAT;
case VKD3D_SIV_VERTEX_ID:
return VKD3D_TYPE_INT;
default:
FIXME("Unhandled semantic %#x.\n", sysval);
return VKD3D_TYPE_FLOAT;
}
}
static inline enum vkd3d_component_type vkd3d_component_type_from_data_type(
enum vkd3d_data_type data_type)
{
switch (data_type)
{
case VKD3D_DATA_FLOAT:
return VKD3D_TYPE_FLOAT;
case VKD3D_DATA_UINT:
return VKD3D_TYPE_UINT;
case VKD3D_DATA_INT:
return VKD3D_TYPE_INT;
default:
FIXME("Unhandled data type %#x.\n", data_type);
return VKD3D_TYPE_UINT;
}
}
static inline unsigned int vkd3d_write_mask_get_component_idx(DWORD write_mask)
{
unsigned int i;
for (i = 0; i < VKD3D_VEC4_SIZE; ++i)
{
if (write_mask & (VKD3DSP_WRITEMASK_0 << i))
return i;
}
FIXME("Invalid write mask %#x.\n", write_mask);
return 0;
}
static inline unsigned int vkd3d_write_mask_component_count(DWORD write_mask)
{
unsigned int i, count = 0;
for (i = 0; i < VKD3D_VEC4_SIZE; ++i)
{
if (write_mask & (VKD3DSP_WRITEMASK_0 << i))
++count;
}
return count;
}
static inline unsigned int vkd3d_swizzle_get_component(DWORD swizzle,
unsigned int idx)
{
/* swizzle bits fields: wwzzyyxx */
return (swizzle >> (2 * idx)) & 0x3;
}
#define VKD3D_DXBC_MAX_SOURCE_COUNT 6
#endif /* __VKD3D_SHADER_PRIVATE_H */