vkd3d/libs/vkd3d-shader/ir.c
Giovanni Mascellani b0c8a47f9d vkd3d-shader/ir: Check that SSA registers are used validly.
Specifically, they are assigned only once and only assigned components
are used.

Right now we don't check that the assignment dominates all usages.
2024-01-15 19:57:01 +01:00

2050 lines
74 KiB
C

/*
* 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)
{
struct vkd3d_shader_location location = ins->location;
vsir_instruction_init(ins, &location, VKD3DSIH_NOP);
}
static void shader_register_eliminate_phase_addressing(struct vkd3d_shader_register *reg,
unsigned int instance_id)
{
unsigned int i;
for (i = 0; i < reg->idx_count; ++i)
{
if (reg->idx[i].rel_addr && shader_register_is_phase_instance_id(&reg->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))
{
vsir_register_init(reg, VKD3DSPR_IMMCONST, reg->data_type, 0);
reg->u.immconst_u32[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 const struct vkd3d_shader_varying_map *find_varying_map(
const struct vkd3d_shader_varying_map_info *varying_map, unsigned int signature_idx)
{
unsigned int i;
for (i = 0; i < varying_map->varying_count; ++i)
{
if (varying_map->varying_map[i].output_signature_index == signature_idx)
return &varying_map->varying_map[i];
}
return NULL;
}
static enum vkd3d_result remap_output_signature(struct vkd3d_shader_parser *parser,
const struct vkd3d_shader_compile_info *compile_info)
{
struct shader_signature *signature = &parser->shader_desc.output_signature;
const struct vkd3d_shader_varying_map_info *varying_map;
unsigned int i;
if (!(varying_map = vkd3d_find_struct(compile_info->next, VARYING_MAP_INFO)))
return VKD3D_OK;
for (i = 0; i < signature->element_count; ++i)
{
const struct vkd3d_shader_varying_map *map = find_varying_map(varying_map, i);
struct signature_element *e = &signature->elements[i];
if (map)
{
unsigned int input_mask = map->input_mask;
e->target_location = map->input_register_index;
/* It is illegal in Vulkan if the next shader uses the same varying
* location with a different mask. */
if (input_mask && input_mask != e->mask)
{
vkd3d_shader_parser_error(parser, VKD3D_SHADER_ERROR_VSIR_NOT_IMPLEMENTED,
"Aborting due to not yet implemented feature: "
"Output mask %#x does not match input mask %#x.",
e->mask, input_mask);
return VKD3D_ERROR_NOT_IMPLEMENTED;
}
}
else
{
e->target_location = SIGNATURE_TARGET_LOCATION_UNUSED;
}
}
for (i = 0; i < varying_map->varying_count; ++i)
{
if (varying_map->varying_map[i].output_signature_index >= signature->element_count)
{
vkd3d_shader_parser_error(parser, VKD3D_SHADER_ERROR_VSIR_NOT_IMPLEMENTED,
"Aborting due to not yet implemented feature: "
"The next stage consumes varyings not written by this stage.");
return VKD3D_ERROR_NOT_IMPLEMENTED;
}
}
return VKD3D_OK;
}
struct hull_flattener
{
struct vkd3d_shader_instruction_array instructions;
unsigned int max_temp_count;
unsigned int temp_dcl_idx;
unsigned int instance_count;
unsigned int phase_body_idx;
enum vkd3d_shader_opcode phase;
struct vkd3d_shader_location last_ret_location;
};
static bool flattener_is_in_fork_or_join_phase(const struct hull_flattener *flattener)
{
return flattener->phase == VKD3DSIH_HS_FORK_PHASE || flattener->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 flattener_eliminate_phase_related_dcls(struct hull_flattener *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 = flattener_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->max_temp_count = ins->declaration.count;
normaliser->temp_dcl_idx = index;
}
else
{
normaliser->max_temp_count = max(normaliser->max_temp_count, ins->declaration.count);
vkd3d_shader_instruction_make_nop(ins);
}
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)
{
normaliser->last_ret_location = ins->location;
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 flattener_flatten_phases(struct hull_flattener *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;
}
void vsir_register_init(struct vkd3d_shader_register *reg, enum vkd3d_shader_register_type reg_type,
enum vkd3d_data_type data_type, unsigned int idx_count)
{
reg->type = reg_type;
reg->precision = VKD3D_SHADER_REGISTER_PRECISION_DEFAULT;
reg->non_uniform = false;
reg->data_type = data_type;
reg->idx[0].offset = ~0u;
reg->idx[0].rel_addr = NULL;
reg->idx[0].is_in_bounds = false;
reg->idx[1].offset = ~0u;
reg->idx[1].rel_addr = NULL;
reg->idx[1].is_in_bounds = false;
reg->idx[2].offset = ~0u;
reg->idx[2].rel_addr = NULL;
reg->idx[2].is_in_bounds = false;
reg->idx_count = idx_count;
reg->dimension = VSIR_DIMENSION_SCALAR;
reg->alignment = 0;
}
void vsir_instruction_init(struct vkd3d_shader_instruction *ins, const struct vkd3d_shader_location *location,
enum vkd3d_shader_opcode handler_idx)
{
memset(ins, 0, sizeof(*ins));
ins->location = *location;
ins->handler_idx = handler_idx;
}
static enum vkd3d_result instruction_array_flatten_hull_shader_phases(struct vkd3d_shader_instruction_array *src_instructions)
{
struct hull_flattener flattener = {*src_instructions};
struct vkd3d_shader_instruction_array *instructions;
struct shader_phase_location_array locations;
enum vkd3d_result result = VKD3D_OK;
unsigned int i;
instructions = &flattener.instructions;
flattener.phase = VKD3DSIH_INVALID;
for (i = 0, locations.count = 0; i < instructions->count; ++i)
flattener_eliminate_phase_related_dcls(&flattener, i, &locations);
if ((result = flattener_flatten_phases(&flattener, &locations)) < 0)
return result;
if (flattener.phase != VKD3DSIH_INVALID)
{
if (flattener.temp_dcl_idx)
instructions->elements[flattener.temp_dcl_idx].declaration.count = flattener.max_temp_count;
if (!shader_instruction_array_reserve(&flattener.instructions, flattener.instructions.count + 1))
return VKD3D_ERROR_OUT_OF_MEMORY;
vsir_instruction_init(&instructions->elements[instructions->count++], &flattener.last_ret_location, VKD3DSIH_RET);
}
*src_instructions = flattener.instructions;
return result;
}
struct control_point_normaliser
{
struct vkd3d_shader_instruction_array instructions;
enum vkd3d_shader_opcode phase;
struct vkd3d_shader_src_param *outpointid_param;
};
static bool control_point_normaliser_is_in_control_point_phase(const struct control_point_normaliser *normaliser)
{
return normaliser->phase == VKD3DSIH_HS_CONTROL_POINT_PHASE;
}
static struct vkd3d_shader_src_param *instruction_array_create_outpointid_param(
struct vkd3d_shader_instruction_array *instructions)
{
struct vkd3d_shader_src_param *rel_addr;
if (!(rel_addr = shader_src_param_allocator_get(&instructions->src_params, 1)))
return NULL;
vsir_register_init(&rel_addr->reg, VKD3DSPR_OUTPOINTID, VKD3D_DATA_UINT, 0);
rel_addr->swizzle = 0;
rel_addr->modifiers = 0;
return rel_addr;
}
static void shader_dst_param_normalise_outpointid(struct vkd3d_shader_dst_param *dst_param,
struct control_point_normaliser *normaliser)
{
struct vkd3d_shader_register *reg = &dst_param->reg;
if (control_point_normaliser_is_in_control_point_phase(normaliser) && reg->type == VKD3DSPR_OUTPUT)
{
/* The TPF reader validates idx_count. */
assert(reg->idx_count == 1);
reg->idx[1] = reg->idx[0];
/* The control point id param is implicit here. Avoid later complications by inserting it. */
reg->idx[0].offset = 0;
reg->idx[0].rel_addr = normaliser->outpointid_param;
++reg->idx_count;
}
}
static void shader_dst_param_io_init(struct vkd3d_shader_dst_param *param, const struct signature_element *e,
enum vkd3d_shader_register_type reg_type, unsigned int idx_count)
{
param->write_mask = e->mask;
param->modifiers = 0;
param->shift = 0;
vsir_register_init(&param->reg, reg_type, vkd3d_data_type_from_component_type(e->component_type), idx_count);
}
static enum vkd3d_result control_point_normaliser_emit_hs_input(struct control_point_normaliser *normaliser,
const struct shader_signature *s, unsigned int input_control_point_count, unsigned int dst,
const struct vkd3d_shader_location *location)
{
struct vkd3d_shader_instruction *ins;
struct vkd3d_shader_dst_param *param;
const struct signature_element *e;
unsigned int i, count;
for (i = 0, count = 1; i < s->element_count; ++i)
count += !!s->elements[i].used_mask;
if (!shader_instruction_array_reserve(&normaliser->instructions, normaliser->instructions.count + count))
return VKD3D_ERROR_OUT_OF_MEMORY;
memmove(&normaliser->instructions.elements[dst + count], &normaliser->instructions.elements[dst],
(normaliser->instructions.count - dst) * sizeof(*normaliser->instructions.elements));
normaliser->instructions.count += count;
ins = &normaliser->instructions.elements[dst];
vsir_instruction_init(ins, location, VKD3DSIH_HS_CONTROL_POINT_PHASE);
ins->flags = 1;
++ins;
for (i = 0; i < s->element_count; ++i)
{
e = &s->elements[i];
if (!e->used_mask)
continue;
if (e->sysval_semantic != VKD3D_SHADER_SV_NONE)
{
vsir_instruction_init(ins, location, VKD3DSIH_DCL_INPUT_SIV);
param = &ins->declaration.register_semantic.reg;
ins->declaration.register_semantic.sysval_semantic = vkd3d_siv_from_sysval(e->sysval_semantic);
}
else
{
vsir_instruction_init(ins, location, VKD3DSIH_DCL_INPUT);
param = &ins->declaration.dst;
}
shader_dst_param_io_init(param, e, VKD3DSPR_INPUT, 2);
param->reg.idx[0].offset = input_control_point_count;
param->reg.idx[1].offset = e->register_index;
param->write_mask = e->mask;
++ins;
}
return VKD3D_OK;
}
static enum vkd3d_result instruction_array_normalise_hull_shader_control_point_io(
struct vkd3d_shader_instruction_array *src_instructions, const struct shader_signature *input_signature)
{
struct vkd3d_shader_instruction_array *instructions;
struct control_point_normaliser normaliser;
unsigned int input_control_point_count;
struct vkd3d_shader_location location;
struct vkd3d_shader_instruction *ins;
enum vkd3d_result ret;
unsigned int i, j;
if (!(normaliser.outpointid_param = instruction_array_create_outpointid_param(src_instructions)))
{
ERR("Failed to allocate src param.\n");
return VKD3D_ERROR_OUT_OF_MEMORY;
}
normaliser.instructions = *src_instructions;
instructions = &normaliser.instructions;
normaliser.phase = VKD3DSIH_INVALID;
for (i = 0; i < normaliser.instructions.count; ++i)
{
ins = &instructions->elements[i];
switch (ins->handler_idx)
{
case VKD3DSIH_HS_CONTROL_POINT_PHASE:
case VKD3DSIH_HS_FORK_PHASE:
case VKD3DSIH_HS_JOIN_PHASE:
normaliser.phase = ins->handler_idx;
break;
default:
if (shader_instruction_is_dcl(ins))
break;
for (j = 0; j < ins->dst_count; ++j)
shader_dst_param_normalise_outpointid(&ins->dst[j], &normaliser);
break;
}
}
normaliser.phase = VKD3DSIH_INVALID;
input_control_point_count = 1;
for (i = 0; i < instructions->count; ++i)
{
ins = &instructions->elements[i];
switch (ins->handler_idx)
{
case VKD3DSIH_DCL_INPUT_CONTROL_POINT_COUNT:
input_control_point_count = ins->declaration.count;
break;
case VKD3DSIH_HS_CONTROL_POINT_PHASE:
*src_instructions = normaliser.instructions;
return VKD3D_OK;
case VKD3DSIH_HS_FORK_PHASE:
case VKD3DSIH_HS_JOIN_PHASE:
/* ins may be relocated if the instruction array expands. */
location = ins->location;
ret = control_point_normaliser_emit_hs_input(&normaliser, input_signature,
input_control_point_count, i, &location);
*src_instructions = normaliser.instructions;
return ret;
default:
break;
}
}
*src_instructions = normaliser.instructions;
return VKD3D_OK;
}
struct io_normaliser
{
struct vkd3d_shader_instruction_array instructions;
enum vkd3d_shader_type shader_type;
uint8_t major;
struct shader_signature *input_signature;
struct shader_signature *output_signature;
struct shader_signature *patch_constant_signature;
unsigned int max_temp_count;
unsigned int temp_dcl_idx;
unsigned int instance_count;
unsigned int phase_body_idx;
enum vkd3d_shader_opcode phase;
unsigned int output_control_point_count;
struct vkd3d_shader_src_param *outpointid_param;
struct vkd3d_shader_dst_param *input_dcl_params[MAX_REG_OUTPUT];
struct vkd3d_shader_dst_param *output_dcl_params[MAX_REG_OUTPUT];
struct vkd3d_shader_dst_param *pc_dcl_params[MAX_REG_OUTPUT];
uint8_t input_range_map[MAX_REG_OUTPUT][VKD3D_VEC4_SIZE];
uint8_t output_range_map[MAX_REG_OUTPUT][VKD3D_VEC4_SIZE];
uint8_t pc_range_map[MAX_REG_OUTPUT][VKD3D_VEC4_SIZE];
bool use_vocp;
};
static bool io_normaliser_is_in_fork_or_join_phase(const struct io_normaliser *normaliser)
{
return normaliser->phase == VKD3DSIH_HS_FORK_PHASE || normaliser->phase == VKD3DSIH_HS_JOIN_PHASE;
}
static bool io_normaliser_is_in_control_point_phase(const struct io_normaliser *normaliser)
{
return normaliser->phase == VKD3DSIH_HS_CONTROL_POINT_PHASE;
}
static unsigned int shader_signature_find_element_for_reg(const struct shader_signature *signature,
unsigned int reg_idx, unsigned int write_mask)
{
unsigned int i;
for (i = 0; i < signature->element_count; ++i)
{
struct signature_element *e = &signature->elements[i];
if (e->register_index <= reg_idx && e->register_index + e->register_count > reg_idx
&& (e->mask & write_mask) == write_mask)
{
return i;
}
}
/* Validated in the TPF reader. */
vkd3d_unreachable();
}
struct signature_element *vsir_signature_find_element_for_reg(const struct shader_signature *signature,
unsigned int reg_idx, unsigned int write_mask)
{
return &signature->elements[shader_signature_find_element_for_reg(signature, reg_idx, write_mask)];
}
static unsigned int range_map_get_register_count(uint8_t range_map[][VKD3D_VEC4_SIZE],
unsigned int register_idx, uint32_t write_mask)
{
return range_map[register_idx][vsir_write_mask_get_component_idx(write_mask)];
}
static void range_map_set_register_range(uint8_t range_map[][VKD3D_VEC4_SIZE], unsigned int register_idx,
unsigned int register_count, uint32_t write_mask, bool is_dcl_indexrange)
{
unsigned int i, j, r, c, component_idx, component_count;
assert(write_mask <= VKD3DSP_WRITEMASK_ALL);
component_idx = vsir_write_mask_get_component_idx(write_mask);
component_count = vsir_write_mask_component_count(write_mask);
assert(register_idx < MAX_REG_OUTPUT && MAX_REG_OUTPUT - register_idx >= register_count);
if (range_map[register_idx][component_idx] > register_count && is_dcl_indexrange)
{
/* Validated in the TPF reader. */
assert(range_map[register_idx][component_idx] != UINT8_MAX);
return;
}
if (range_map[register_idx][component_idx] == register_count)
{
/* Already done. This happens when fxc splits a register declaration by
* component(s). The dcl_indexrange instructions are split too. */
return;
}
range_map[register_idx][component_idx] = register_count;
for (i = 0; i < register_count; ++i)
{
r = register_idx + i;
for (j = !i; j < component_count; ++j)
{
c = component_idx + j;
/* A synthetic patch constant range which overlaps an existing range can start upstream of it
* for fork/join phase instancing, but ranges declared by dcl_indexrange should not overlap.
* The latter is validated in the TPF reader. */
assert(!range_map[r][c] || !is_dcl_indexrange);
range_map[r][c] = UINT8_MAX;
}
}
}
static void io_normaliser_add_index_range(struct io_normaliser *normaliser,
const struct vkd3d_shader_instruction *ins)
{
const struct vkd3d_shader_index_range *range = &ins->declaration.index_range;
const struct vkd3d_shader_register *reg = &range->dst.reg;
unsigned int reg_idx, write_mask, element_idx;
const struct shader_signature *signature;
uint8_t (*range_map)[VKD3D_VEC4_SIZE];
switch (reg->type)
{
case VKD3DSPR_INPUT:
case VKD3DSPR_INCONTROLPOINT:
range_map = normaliser->input_range_map;
signature = normaliser->input_signature;
break;
case VKD3DSPR_OUTCONTROLPOINT:
range_map = normaliser->output_range_map;
signature = normaliser->output_signature;
break;
case VKD3DSPR_OUTPUT:
if (!io_normaliser_is_in_fork_or_join_phase(normaliser))
{
range_map = normaliser->output_range_map;
signature = normaliser->output_signature;
break;
}
/* fall through */
case VKD3DSPR_PATCHCONST:
range_map = normaliser->pc_range_map;
signature = normaliser->patch_constant_signature;
break;
default:
/* Validated in the TPF reader. */
vkd3d_unreachable();
}
reg_idx = reg->idx[reg->idx_count - 1].offset;
write_mask = range->dst.write_mask;
element_idx = shader_signature_find_element_for_reg(signature, reg_idx, write_mask);
range_map_set_register_range(range_map, reg_idx, range->register_count,
signature->elements[element_idx].mask, true);
}
static int signature_element_mask_compare(const void *a, const void *b)
{
const struct signature_element *e = a, *f = b;
int ret;
return (ret = vkd3d_u32_compare(e->mask, f->mask)) ? ret : vkd3d_u32_compare(e->register_index, f->register_index);
}
static bool sysval_semantics_should_merge(const struct signature_element *e, const struct signature_element *f)
{
if (e->sysval_semantic < VKD3D_SHADER_SV_TESS_FACTOR_QUADEDGE
|| e->sysval_semantic > VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN)
return false;
return e->sysval_semantic == f->sysval_semantic
/* Line detail and density must be merged together to match the SPIR-V array.
* This deletes one of the two sysvals, but these are not used. */
|| (e->sysval_semantic == VKD3D_SHADER_SV_TESS_FACTOR_LINEDET
&& f->sysval_semantic == VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN)
|| (e->sysval_semantic == VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN
&& f->sysval_semantic == VKD3D_SHADER_SV_TESS_FACTOR_LINEDET);
}
/* Merge tess factor sysvals because they are an array in SPIR-V. */
static void shader_signature_map_patch_constant_index_ranges(struct shader_signature *s,
uint8_t range_map[][VKD3D_VEC4_SIZE])
{
struct signature_element *e, *f;
unsigned int i, j, register_count;
qsort(s->elements, s->element_count, sizeof(s->elements[0]), signature_element_mask_compare);
for (i = 0; i < s->element_count; i += register_count)
{
e = &s->elements[i];
register_count = 1;
if (!e->sysval_semantic)
continue;
for (j = i + 1; j < s->element_count; ++j, ++register_count)
{
f = &s->elements[j];
if (f->register_index != e->register_index + register_count || !sysval_semantics_should_merge(e, f))
break;
}
if (register_count < 2)
continue;
range_map_set_register_range(range_map, e->register_index, register_count, e->mask, false);
}
}
static int signature_element_register_compare(const void *a, const void *b)
{
const struct signature_element *e = a, *f = b;
return vkd3d_u32_compare(e->register_index, f->register_index);
}
static int signature_element_index_compare(const void *a, const void *b)
{
const struct signature_element *e = a, *f = b;
return vkd3d_u32_compare(e->sort_index, f->sort_index);
}
static bool shader_signature_merge(struct shader_signature *s, uint8_t range_map[][VKD3D_VEC4_SIZE],
bool is_patch_constant)
{
unsigned int i, j, element_count, new_count, register_count;
struct signature_element *elements;
struct signature_element *e, *f;
element_count = s->element_count;
if (!(elements = vkd3d_malloc(element_count * sizeof(*elements))))
return false;
memcpy(elements, s->elements, element_count * sizeof(*elements));
qsort(elements, element_count, sizeof(elements[0]), signature_element_register_compare);
for (i = 0, new_count = 0; i < element_count; i = j, elements[new_count++] = *e)
{
e = &elements[i];
j = i + 1;
if (e->register_index == ~0u)
continue;
/* Do not merge if the register index will be relative-addressed. */
if (range_map_get_register_count(range_map, e->register_index, e->mask) > 1)
continue;
for (; j < element_count; ++j)
{
f = &elements[j];
/* Merge different components of the same register unless sysvals are different,
* interpolation modes are different, or it will be relative-addressed. */
if (f->register_index != e->register_index || f->sysval_semantic != e->sysval_semantic
|| f->interpolation_mode != e->interpolation_mode
|| range_map_get_register_count(range_map, f->register_index, f->mask) > 1)
break;
TRACE("Merging %s, reg %u, mask %#x, sysval %#x with %s, mask %#x, sysval %#x.\n", e->semantic_name,
e->register_index, e->mask, e->sysval_semantic, f->semantic_name, f->mask, f->sysval_semantic);
assert(!(e->mask & f->mask));
e->mask |= f->mask;
e->used_mask |= f->used_mask;
e->semantic_index = min(e->semantic_index, f->semantic_index);
}
}
element_count = new_count;
vkd3d_free(s->elements);
s->elements = elements;
s->element_count = element_count;
if (is_patch_constant)
shader_signature_map_patch_constant_index_ranges(s, range_map);
for (i = 0, new_count = 0; i < element_count; i += register_count, elements[new_count++] = *e)
{
e = &elements[i];
register_count = 1;
if (e->register_index >= MAX_REG_OUTPUT)
continue;
register_count = range_map_get_register_count(range_map, e->register_index, e->mask);
assert(register_count != UINT8_MAX);
register_count += !register_count;
if (register_count > 1)
{
TRACE("Merging %s, base reg %u, count %u.\n", e->semantic_name, e->register_index, register_count);
e->register_count = register_count;
}
}
element_count = new_count;
/* Restoring the original order is required for sensible trace output. */
qsort(elements, element_count, sizeof(elements[0]), signature_element_index_compare);
s->element_count = element_count;
return true;
}
static unsigned int shader_register_normalise_arrayed_addressing(struct vkd3d_shader_register *reg,
unsigned int id_idx, unsigned int register_index)
{
assert(id_idx < ARRAY_SIZE(reg->idx) - 1);
/* For a relative-addressed register index, move the id up a slot to separate it from the address,
* because rel_addr can be replaced with a constant offset in some cases. */
if (reg->idx[id_idx].rel_addr)
{
reg->idx[id_idx + 1].rel_addr = NULL;
reg->idx[id_idx + 1].offset = reg->idx[id_idx].offset;
reg->idx[id_idx].offset -= register_index;
++id_idx;
}
/* Otherwise we have no address for the arrayed register, so insert one. This happens e.g. where
* tessellation level registers are merged into an array because they're an array in SPIR-V. */
else
{
++id_idx;
memmove(&reg->idx[1], &reg->idx[0], id_idx * sizeof(reg->idx[0]));
reg->idx[0].rel_addr = NULL;
reg->idx[0].offset = reg->idx[id_idx].offset - register_index;
}
return id_idx;
}
static bool shader_dst_param_io_normalise(struct vkd3d_shader_dst_param *dst_param, bool is_io_dcl,
struct io_normaliser *normaliser)
{
unsigned int id_idx, reg_idx, write_mask, element_idx;
struct vkd3d_shader_register *reg = &dst_param->reg;
struct vkd3d_shader_dst_param **dcl_params;
const struct shader_signature *signature;
const struct signature_element *e;
switch (reg->type)
{
case VKD3DSPR_OUTPUT:
reg_idx = reg->idx[reg->idx_count - 1].offset;
if (io_normaliser_is_in_fork_or_join_phase(normaliser))
{
signature = normaliser->patch_constant_signature;
/* Convert patch constant outputs to the patch constant register type to avoid the need
* to convert compiler symbols when accessed as inputs in a later stage. */
reg->type = VKD3DSPR_PATCHCONST;
dcl_params = normaliser->pc_dcl_params;
}
else
{
signature = normaliser->output_signature;
dcl_params = normaliser->output_dcl_params;
}
break;
case VKD3DSPR_PATCHCONST:
reg_idx = reg->idx[reg->idx_count - 1].offset;
signature = normaliser->patch_constant_signature;
dcl_params = normaliser->pc_dcl_params;
break;
case VKD3DSPR_COLOROUT:
reg_idx = reg->idx[0].offset;
signature = normaliser->output_signature;
reg->type = VKD3DSPR_OUTPUT;
dcl_params = normaliser->output_dcl_params;
break;
case VKD3DSPR_INCONTROLPOINT:
case VKD3DSPR_INPUT:
reg_idx = reg->idx[reg->idx_count - 1].offset;
signature = normaliser->input_signature;
reg->type = VKD3DSPR_INPUT;
dcl_params = normaliser->input_dcl_params;
break;
case VKD3DSPR_ATTROUT:
reg_idx = SM1_COLOR_REGISTER_OFFSET + reg->idx[0].offset;
signature = normaliser->output_signature;
reg->type = VKD3DSPR_OUTPUT;
dcl_params = normaliser->output_dcl_params;
break;
case VKD3DSPR_RASTOUT:
reg_idx = SM1_RASTOUT_REGISTER_OFFSET + reg->idx[0].offset;
signature = normaliser->output_signature;
reg->type = VKD3DSPR_OUTPUT;
dcl_params = normaliser->output_dcl_params;
break;
default:
return true;
}
id_idx = reg->idx_count - 1;
write_mask = dst_param->write_mask;
element_idx = shader_signature_find_element_for_reg(signature, reg_idx, write_mask);
e = &signature->elements[element_idx];
dst_param->write_mask >>= vsir_write_mask_get_component_idx(e->mask);
if (is_io_dcl)
{
/* Validated in the TPF reader. */
assert(element_idx < ARRAY_SIZE(normaliser->input_dcl_params));
if (dcl_params[element_idx])
{
/* Merge split declarations into a single one. */
dcl_params[element_idx]->write_mask |= dst_param->write_mask;
/* Turn this into a nop. */
return false;
}
else
{
dcl_params[element_idx] = dst_param;
}
}
if (io_normaliser_is_in_control_point_phase(normaliser) && reg->type == VKD3DSPR_OUTPUT)
{
if (is_io_dcl)
{
/* Emit an array size for the control points for consistency with inputs. */
reg->idx[0].offset = normaliser->output_control_point_count;
}
else
{
/* The control point id param. */
assert(reg->idx[0].rel_addr);
}
id_idx = 1;
}
if ((e->register_count > 1 || vsir_sysval_semantic_is_tess_factor(e->sysval_semantic)))
{
if (is_io_dcl)
{
/* For control point I/O, idx 0 contains the control point count.
* Ensure it is moved up to the next slot. */
reg->idx[id_idx].offset = reg->idx[0].offset;
reg->idx[0].offset = e->register_count;
++id_idx;
}
else
{
id_idx = shader_register_normalise_arrayed_addressing(reg, id_idx, e->register_index);
}
}
/* Replace the register index with the signature element index */
reg->idx[id_idx].offset = element_idx;
reg->idx_count = id_idx + 1;
return true;
}
static void shader_src_param_io_normalise(struct vkd3d_shader_src_param *src_param,
struct io_normaliser *normaliser)
{
unsigned int i, id_idx, reg_idx, write_mask, element_idx, component_idx;
struct vkd3d_shader_register *reg = &src_param->reg;
const struct shader_signature *signature;
const struct signature_element *e;
/* Input/output registers from one phase can be used as inputs in
* subsequent phases. Specifically:
*
* - Control phase inputs are available as "vicp" in fork and join
* phases.
* - Control phase outputs are available as "vocp" in fork and join
* phases.
* - Fork phase patch constants are available as "vpc" in join
* phases.
*
* We handle "vicp" here by converting INCONTROLPOINT src registers to
* type INPUT so they match the control phase declarations. We handle
* "vocp" by converting OUTCONTROLPOINT registers to type OUTPUT.
* Merging fork and join phases handles "vpc". */
switch (reg->type)
{
case VKD3DSPR_PATCHCONST:
reg_idx = reg->idx[reg->idx_count - 1].offset;
signature = normaliser->patch_constant_signature;
break;
case VKD3DSPR_INCONTROLPOINT:
reg->type = VKD3DSPR_INPUT;
/* fall through */
case VKD3DSPR_INPUT:
if (normaliser->major < 3 && normaliser->shader_type == VKD3D_SHADER_TYPE_PIXEL)
reg_idx = SM1_COLOR_REGISTER_OFFSET + reg->idx[0].offset;
else
reg_idx = reg->idx[reg->idx_count - 1].offset;
signature = normaliser->input_signature;
break;
case VKD3DSPR_OUTCONTROLPOINT:
reg->type = VKD3DSPR_OUTPUT;
/* fall through */
case VKD3DSPR_OUTPUT:
reg_idx = reg->idx[reg->idx_count - 1].offset;
signature = normaliser->output_signature;
break;
case VKD3DSPR_TEXTURE:
if (normaliser->shader_type != VKD3D_SHADER_TYPE_PIXEL)
return;
reg->type = VKD3DSPR_INPUT;
reg_idx = reg->idx[0].offset;
signature = normaliser->input_signature;
break;
default:
return;
}
id_idx = reg->idx_count - 1;
write_mask = VKD3DSP_WRITEMASK_0 << vsir_swizzle_get_component(src_param->swizzle, 0);
element_idx = shader_signature_find_element_for_reg(signature, reg_idx, write_mask);
e = &signature->elements[element_idx];
if ((e->register_count > 1 || vsir_sysval_semantic_is_tess_factor(e->sysval_semantic)))
id_idx = shader_register_normalise_arrayed_addressing(reg, id_idx, e->register_index);
reg->idx[id_idx].offset = element_idx;
reg->idx_count = id_idx + 1;
if ((component_idx = vsir_write_mask_get_component_idx(e->mask)))
{
for (i = 0; i < VKD3D_VEC4_SIZE; ++i)
if (vsir_swizzle_get_component(src_param->swizzle, i))
src_param->swizzle -= component_idx << VKD3D_SHADER_SWIZZLE_SHIFT(i);
}
}
static void shader_instruction_normalise_io_params(struct vkd3d_shader_instruction *ins,
struct io_normaliser *normaliser)
{
struct vkd3d_shader_register *reg;
unsigned int i;
switch (ins->handler_idx)
{
case VKD3DSIH_DCL_INPUT:
if (normaliser->shader_type == VKD3D_SHADER_TYPE_HULL)
{
reg = &ins->declaration.dst.reg;
if (reg->type == VKD3DSPR_OUTCONTROLPOINT)
normaliser->use_vocp = true;
/* We don't need to keep OUTCONTROLPOINT or PATCHCONST input declarations since their
* equivalents were declared earlier, but INCONTROLPOINT may be the first occurrence. */
if (reg->type == VKD3DSPR_OUTCONTROLPOINT || reg->type == VKD3DSPR_PATCHCONST)
vkd3d_shader_instruction_make_nop(ins);
else if (reg->type == VKD3DSPR_INCONTROLPOINT)
reg->type = VKD3DSPR_INPUT;
}
/* fall through */
case VKD3DSIH_DCL_INPUT_PS:
case VKD3DSIH_DCL_OUTPUT:
if (!shader_dst_param_io_normalise(&ins->declaration.dst, true, normaliser))
vkd3d_shader_instruction_make_nop(ins);
break;
case VKD3DSIH_DCL_INPUT_SGV:
case VKD3DSIH_DCL_INPUT_SIV:
case VKD3DSIH_DCL_INPUT_PS_SGV:
case VKD3DSIH_DCL_INPUT_PS_SIV:
case VKD3DSIH_DCL_OUTPUT_SIV:
if (!shader_dst_param_io_normalise(&ins->declaration.register_semantic.reg, true, normaliser))
vkd3d_shader_instruction_make_nop(ins);
break;
case VKD3DSIH_HS_CONTROL_POINT_PHASE:
case VKD3DSIH_HS_FORK_PHASE:
case VKD3DSIH_HS_JOIN_PHASE:
normaliser->phase = ins->handler_idx;
memset(normaliser->input_dcl_params, 0, sizeof(normaliser->input_dcl_params));
memset(normaliser->output_dcl_params, 0, sizeof(normaliser->output_dcl_params));
memset(normaliser->pc_dcl_params, 0, sizeof(normaliser->pc_dcl_params));
break;
default:
if (shader_instruction_is_dcl(ins))
break;
for (i = 0; i < ins->dst_count; ++i)
shader_dst_param_io_normalise(&ins->dst[i], false, normaliser);
for (i = 0; i < ins->src_count; ++i)
shader_src_param_io_normalise(&ins->src[i], normaliser);
break;
}
}
static enum vkd3d_result shader_normalise_io_registers(struct vkd3d_shader_parser *parser)
{
struct io_normaliser normaliser = {parser->instructions};
struct vkd3d_shader_instruction *ins;
bool has_control_point_phase;
unsigned int i, j;
normaliser.phase = VKD3DSIH_INVALID;
normaliser.shader_type = parser->shader_version.type;
normaliser.major = parser->shader_version.major;
normaliser.input_signature = &parser->shader_desc.input_signature;
normaliser.output_signature = &parser->shader_desc.output_signature;
normaliser.patch_constant_signature = &parser->shader_desc.patch_constant_signature;
for (i = 0, has_control_point_phase = false; i < parser->instructions.count; ++i)
{
ins = &parser->instructions.elements[i];
switch (ins->handler_idx)
{
case VKD3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT:
normaliser.output_control_point_count = ins->declaration.count;
break;
case VKD3DSIH_DCL_INDEX_RANGE:
io_normaliser_add_index_range(&normaliser, ins);
vkd3d_shader_instruction_make_nop(ins);
break;
case VKD3DSIH_HS_CONTROL_POINT_PHASE:
has_control_point_phase = true;
/* fall through */
case VKD3DSIH_HS_FORK_PHASE:
case VKD3DSIH_HS_JOIN_PHASE:
normaliser.phase = ins->handler_idx;
break;
default:
break;
}
}
if (normaliser.shader_type == VKD3D_SHADER_TYPE_HULL && !has_control_point_phase)
{
/* Inputs and outputs must match for the default phase, so merge ranges must match too. */
for (i = 0; i < MAX_REG_OUTPUT; ++i)
{
for (j = 0; j < VKD3D_VEC4_SIZE; ++j)
{
if (!normaliser.input_range_map[i][j] && normaliser.output_range_map[i][j])
normaliser.input_range_map[i][j] = normaliser.output_range_map[i][j];
else if (normaliser.input_range_map[i][j] && !normaliser.output_range_map[i][j])
normaliser.output_range_map[i][j] = normaliser.input_range_map[i][j];
else assert(normaliser.input_range_map[i][j] == normaliser.output_range_map[i][j]);
}
}
}
if (!shader_signature_merge(&parser->shader_desc.input_signature, normaliser.input_range_map, false)
|| !shader_signature_merge(&parser->shader_desc.output_signature, normaliser.output_range_map, false)
|| !shader_signature_merge(&parser->shader_desc.patch_constant_signature, normaliser.pc_range_map, true))
{
parser->instructions = normaliser.instructions;
return VKD3D_ERROR_OUT_OF_MEMORY;
}
normaliser.phase = VKD3DSIH_INVALID;
for (i = 0; i < normaliser.instructions.count; ++i)
shader_instruction_normalise_io_params(&normaliser.instructions.elements[i], &normaliser);
parser->instructions = normaliser.instructions;
parser->shader_desc.use_vocp = normaliser.use_vocp;
return VKD3D_OK;
}
struct flat_constant_def
{
enum vkd3d_shader_d3dbc_constant_register set;
uint32_t index;
uint32_t value[4];
};
struct flat_constants_normaliser
{
struct vkd3d_shader_parser *parser;
struct flat_constant_def *defs;
size_t def_count, defs_capacity;
};
static bool get_flat_constant_register_type(const struct vkd3d_shader_register *reg,
enum vkd3d_shader_d3dbc_constant_register *set, uint32_t *index)
{
static const struct
{
enum vkd3d_shader_register_type type;
enum vkd3d_shader_d3dbc_constant_register set;
uint32_t offset;
}
regs[] =
{
{VKD3DSPR_CONST, VKD3D_SHADER_D3DBC_FLOAT_CONSTANT_REGISTER, 0},
{VKD3DSPR_CONST2, VKD3D_SHADER_D3DBC_FLOAT_CONSTANT_REGISTER, 2048},
{VKD3DSPR_CONST3, VKD3D_SHADER_D3DBC_FLOAT_CONSTANT_REGISTER, 4096},
{VKD3DSPR_CONST4, VKD3D_SHADER_D3DBC_FLOAT_CONSTANT_REGISTER, 6144},
{VKD3DSPR_CONSTINT, VKD3D_SHADER_D3DBC_INT_CONSTANT_REGISTER, 0},
{VKD3DSPR_CONSTBOOL, VKD3D_SHADER_D3DBC_BOOL_CONSTANT_REGISTER, 0},
};
unsigned int i;
for (i = 0; i < ARRAY_SIZE(regs); ++i)
{
if (reg->type == regs[i].type)
{
if (reg->idx[0].rel_addr)
{
FIXME("Unhandled relative address.\n");
return false;
}
*set = regs[i].set;
*index = regs[i].offset + reg->idx[0].offset;
return true;
}
}
return false;
}
static void shader_register_normalise_flat_constants(struct vkd3d_shader_src_param *param,
const struct flat_constants_normaliser *normaliser)
{
enum vkd3d_shader_d3dbc_constant_register set;
uint32_t index;
size_t i, j;
if (!get_flat_constant_register_type(&param->reg, &set, &index))
return;
for (i = 0; i < normaliser->def_count; ++i)
{
if (normaliser->defs[i].set == set && normaliser->defs[i].index == index)
{
param->reg.type = VKD3DSPR_IMMCONST;
param->reg.idx_count = 0;
param->reg.dimension = VSIR_DIMENSION_VEC4;
for (j = 0; j < 4; ++j)
param->reg.u.immconst_u32[j] = normaliser->defs[i].value[j];
return;
}
}
param->reg.type = VKD3DSPR_CONSTBUFFER;
param->reg.idx[0].offset = set; /* register ID */
param->reg.idx[1].offset = set; /* register index */
param->reg.idx[2].offset = index; /* buffer index */
param->reg.idx_count = 3;
}
static enum vkd3d_result instruction_array_normalise_flat_constants(struct vkd3d_shader_parser *parser)
{
struct flat_constants_normaliser normaliser = {.parser = parser};
unsigned int i, j;
for (i = 0; i < parser->instructions.count; ++i)
{
struct vkd3d_shader_instruction *ins = &parser->instructions.elements[i];
if (ins->handler_idx == VKD3DSIH_DEF || ins->handler_idx == VKD3DSIH_DEFI || ins->handler_idx == VKD3DSIH_DEFB)
{
struct flat_constant_def *def;
if (!vkd3d_array_reserve((void **)&normaliser.defs, &normaliser.defs_capacity,
normaliser.def_count + 1, sizeof(*normaliser.defs)))
{
vkd3d_free(normaliser.defs);
return VKD3D_ERROR_OUT_OF_MEMORY;
}
def = &normaliser.defs[normaliser.def_count++];
get_flat_constant_register_type((struct vkd3d_shader_register *)&ins->dst[0].reg, &def->set, &def->index);
for (j = 0; j < 4; ++j)
def->value[j] = ins->src[0].reg.u.immconst_u32[j];
vkd3d_shader_instruction_make_nop(ins);
}
else
{
for (j = 0; j < ins->src_count; ++j)
shader_register_normalise_flat_constants(&ins->src[j], &normaliser);
}
}
vkd3d_free(normaliser.defs);
return VKD3D_OK;
}
static void remove_dead_code(struct vkd3d_shader_parser *parser)
{
size_t i, depth = 0;
bool dead = false;
for (i = 0; i < parser->instructions.count; ++i)
{
struct vkd3d_shader_instruction *ins = &parser->instructions.elements[i];
switch (ins->handler_idx)
{
case VKD3DSIH_IF:
case VKD3DSIH_LOOP:
case VKD3DSIH_SWITCH:
if (dead)
{
vkd3d_shader_instruction_make_nop(ins);
++depth;
}
break;
case VKD3DSIH_ENDIF:
case VKD3DSIH_ENDLOOP:
case VKD3DSIH_ENDSWITCH:
case VKD3DSIH_ELSE:
if (dead)
{
if (depth > 0)
{
if (ins->handler_idx != VKD3DSIH_ELSE)
--depth;
vkd3d_shader_instruction_make_nop(ins);
}
else
{
dead = false;
}
}
break;
/* `depth' is counted with respect to where the dead code
* segment began. So it starts at zero and it signals the
* termination of the dead code segment when it would
* become negative. */
case VKD3DSIH_BREAK:
case VKD3DSIH_RET:
case VKD3DSIH_CONTINUE:
if (dead)
{
vkd3d_shader_instruction_make_nop(ins);
}
else
{
dead = true;
depth = 0;
}
break;
/* If `case' or `default' appears at zero depth, it means
* that they are a possible target for the corresponding
* switch, so the code is live again. */
case VKD3DSIH_CASE:
case VKD3DSIH_DEFAULT:
if (dead)
{
if (depth == 0)
dead = false;
else
vkd3d_shader_instruction_make_nop(ins);
}
break;
/* Phase instructions can only appear in hull shaders and
* outside of any block. When a phase returns, control is
* moved to the following phase, so they make code live
* again. */
case VKD3DSIH_HS_CONTROL_POINT_PHASE:
case VKD3DSIH_HS_FORK_PHASE:
case VKD3DSIH_HS_JOIN_PHASE:
dead = false;
break;
default:
if (dead)
vkd3d_shader_instruction_make_nop(ins);
break;
}
}
}
static enum vkd3d_result normalise_combined_samplers(struct vkd3d_shader_parser *parser)
{
unsigned int i;
for (i = 0; i < parser->instructions.count; ++i)
{
struct vkd3d_shader_instruction *ins = &parser->instructions.elements[i];
struct vkd3d_shader_src_param *srcs;
switch (ins->handler_idx)
{
case VKD3DSIH_TEX:
if (!(srcs = shader_src_param_allocator_get(&parser->instructions.src_params, 3)))
return VKD3D_ERROR_OUT_OF_MEMORY;
memset(srcs, 0, sizeof(*srcs) * 3);
ins->handler_idx = VKD3DSIH_SAMPLE;
srcs[0] = ins->src[0];
srcs[1].reg.type = VKD3DSPR_RESOURCE;
srcs[1].reg.idx[0] = ins->src[1].reg.idx[0];
srcs[1].reg.idx[1] = ins->src[1].reg.idx[0];
srcs[1].reg.idx_count = 2;
srcs[1].reg.data_type = VKD3D_DATA_RESOURCE;
srcs[1].swizzle = VKD3D_SHADER_NO_SWIZZLE;
srcs[2].reg.type = VKD3DSPR_SAMPLER;
srcs[2].reg.idx[0] = ins->src[1].reg.idx[0];
srcs[2].reg.idx[1] = ins->src[1].reg.idx[0];
srcs[2].reg.idx_count = 2;
srcs[2].reg.data_type = VKD3D_DATA_SAMPLER;
ins->src = srcs;
ins->src_count = 3;
break;
case VKD3DSIH_TEXBEM:
case VKD3DSIH_TEXBEML:
case VKD3DSIH_TEXCOORD:
case VKD3DSIH_TEXDEPTH:
case VKD3DSIH_TEXDP3:
case VKD3DSIH_TEXDP3TEX:
case VKD3DSIH_TEXLDD:
case VKD3DSIH_TEXLDL:
case VKD3DSIH_TEXM3x2PAD:
case VKD3DSIH_TEXM3x2TEX:
case VKD3DSIH_TEXM3x3DIFF:
case VKD3DSIH_TEXM3x3PAD:
case VKD3DSIH_TEXM3x3SPEC:
case VKD3DSIH_TEXM3x3TEX:
case VKD3DSIH_TEXM3x3VSPEC:
case VKD3DSIH_TEXREG2AR:
case VKD3DSIH_TEXREG2GB:
case VKD3DSIH_TEXREG2RGB:
vkd3d_shader_parser_error(parser, VKD3D_SHADER_ERROR_VSIR_NOT_IMPLEMENTED,
"Aborting due to not yet implemented feature: "
"Combined sampler instruction %#x.", ins->handler_idx);
return VKD3D_ERROR_NOT_IMPLEMENTED;
default:
break;
}
}
return VKD3D_OK;
}
enum vkd3d_result vkd3d_shader_normalise(struct vkd3d_shader_parser *parser,
const struct vkd3d_shader_compile_info *compile_info)
{
struct vkd3d_shader_instruction_array *instructions = &parser->instructions;
enum vkd3d_result result = VKD3D_OK;
if (parser->shader_desc.is_dxil)
return result;
if (parser->shader_version.type != VKD3D_SHADER_TYPE_PIXEL
&& (result = remap_output_signature(parser, compile_info)) < 0)
return result;
if (parser->shader_version.type == VKD3D_SHADER_TYPE_HULL
&& (result = instruction_array_flatten_hull_shader_phases(instructions)) >= 0)
{
result = instruction_array_normalise_hull_shader_control_point_io(instructions,
&parser->shader_desc.input_signature);
}
if (result >= 0)
result = shader_normalise_io_registers(parser);
if (result >= 0)
result = instruction_array_normalise_flat_constants(parser);
if (result >= 0)
remove_dead_code(parser);
if (result >= 0)
result = normalise_combined_samplers(parser);
if (result >= 0 && TRACE_ON())
vkd3d_shader_trace(instructions, &parser->shader_version);
if (result >= 0 && !parser->failed)
result = vsir_validate(parser);
if (result >= 0 && parser->failed)
result = VKD3D_ERROR_INVALID_SHADER;
return result;
}
struct validation_context
{
struct vkd3d_shader_parser *parser;
size_t instruction_idx;
bool invalid_instruction_idx;
bool dcl_temps_found;
unsigned int temp_count;
enum vkd3d_shader_opcode phase;
struct validation_context_temp_data
{
enum vsir_dimension dimension;
size_t first_seen;
} *temps;
struct validation_context_ssa_data
{
enum vsir_dimension dimension;
size_t first_seen;
uint32_t write_mask;
uint32_t read_mask;
size_t first_assigned;
} *ssas;
enum vkd3d_shader_opcode *blocks;
size_t depth;
size_t blocks_capacity;
};
static void VKD3D_PRINTF_FUNC(3, 4) validator_error(struct validation_context *ctx,
enum vkd3d_shader_error error, const char *format, ...)
{
struct vkd3d_string_buffer buf;
va_list args;
vkd3d_string_buffer_init(&buf);
va_start(args, format);
vkd3d_string_buffer_vprintf(&buf, format, args);
va_end(args);
if (ctx->invalid_instruction_idx)
{
vkd3d_shader_parser_error(ctx->parser, error, "%s", buf.buffer);
ERR("VSIR validation error: %s\n", buf.buffer);
}
else
{
vkd3d_shader_parser_error(ctx->parser, error, "instruction %zu: %s", ctx->instruction_idx + 1, buf.buffer);
ERR("VSIR validation error: instruction %zu: %s\n", ctx->instruction_idx + 1, buf.buffer);
}
vkd3d_string_buffer_cleanup(&buf);
}
static void vsir_validate_src_param(struct validation_context *ctx,
const struct vkd3d_shader_src_param *src);
static void vsir_validate_register(struct validation_context *ctx,
const struct vkd3d_shader_register *reg)
{
unsigned int i, temp_count = ctx->temp_count;
/* SM1-3 shaders do not include a DCL_TEMPS instruction. */
if (ctx->parser->shader_version.major <= 3)
temp_count = ctx->parser->shader_desc.temp_count;
if (reg->type >= VKD3DSPR_COUNT)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_REGISTER_TYPE, "Invalid register type %#x.",
reg->type);
if (reg->precision >= VKD3D_SHADER_REGISTER_PRECISION_COUNT)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_PRECISION, "Invalid register precision %#x.",
reg->precision);
if (reg->data_type >= VKD3D_DATA_COUNT)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_DATA_TYPE, "Invalid register data type %#x.",
reg->data_type);
if (reg->dimension >= VSIR_DIMENSION_COUNT)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_DIMENSION, "Invalid register dimension %#x.",
reg->dimension);
if (reg->idx_count > ARRAY_SIZE(reg->idx))
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INDEX_COUNT, "Invalid register index count %u.",
reg->idx_count);
for (i = 0; i < min(reg->idx_count, ARRAY_SIZE(reg->idx)); ++i)
{
const struct vkd3d_shader_src_param *param = reg->idx[i].rel_addr;
if (reg->idx[i].rel_addr)
vsir_validate_src_param(ctx, param);
}
switch (reg->type)
{
case VKD3DSPR_TEMP:
{
struct validation_context_temp_data *data;
if (reg->idx_count != 1)
{
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INDEX_COUNT, "Invalid index count %u for a TEMP register.",
reg->idx_count);
break;
}
if (reg->idx[0].rel_addr)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INDEX, "Non-NULL relative address for a TEMP register.");
if (reg->idx[0].offset >= temp_count)
{
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INDEX, "TEMP register index %u exceeds the maximum count %u.",
reg->idx[0].offset, temp_count);
break;
}
/* parser->shader_desc.temp_count might be smaller then
* temp_count if the parser made a mistake; we still don't
* want to overflow the array. */
if (reg->idx[0].offset >= ctx->parser->shader_desc.temp_count)
break;
data = &ctx->temps[reg->idx[0].offset];
if (reg->dimension == VSIR_DIMENSION_NONE)
{
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_DIMENSION, "Invalid dimension NONE for a TEMP register.");
break;
}
/* TEMP registers can be scalar or vec4, provided that
* each individual register always appears with the same
* dimension. */
if (data->dimension == VSIR_DIMENSION_NONE)
{
data->dimension = reg->dimension;
data->first_seen = ctx->instruction_idx;
}
else if (data->dimension != reg->dimension)
{
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_DIMENSION, "Invalid dimension %#x for a TEMP register: "
"it has already been seen with dimension %#x at instruction %zu.",
reg->dimension, data->dimension, data->first_seen);
}
break;
}
case VKD3DSPR_SSA:
{
struct validation_context_ssa_data *data;
if (reg->idx_count != 1)
{
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INDEX_COUNT, "Invalid index count %u for a SSA register.",
reg->idx_count);
break;
}
if (reg->idx[0].rel_addr)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INDEX, "Non-NULL relative address for a SSA register.");
if (reg->idx[0].offset >= ctx->parser->shader_desc.ssa_count)
{
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INDEX, "SSA register index %u exceeds the maximum count %u.",
reg->idx[0].offset, ctx->parser->shader_desc.ssa_count);
break;
}
data = &ctx->ssas[reg->idx[0].offset];
if (reg->dimension == VSIR_DIMENSION_NONE)
{
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_DIMENSION, "Invalid dimension NONE for a SSA register.");
break;
}
/* SSA registers can be scalar or vec4, provided that each
* individual register always appears with the same
* dimension. */
if (data->dimension == VSIR_DIMENSION_NONE)
{
data->dimension = reg->dimension;
data->first_seen = ctx->instruction_idx;
}
else if (data->dimension != reg->dimension)
{
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_DIMENSION, "Invalid dimension %#x for a SSA register: "
"it has already been seen with dimension %#x at instruction %zu.",
reg->dimension, data->dimension, data->first_seen);
}
break;
}
case VKD3DSPR_NULL:
if (reg->idx_count != 0)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INDEX_COUNT, "Invalid index count %u for a NULL register.",
reg->idx_count);
break;
case VKD3DSPR_IMMCONST:
if (reg->idx_count != 0)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INDEX_COUNT, "Invalid index count %u for a IMMCONST register.",
reg->idx_count);
break;
case VKD3DSPR_IMMCONST64:
if (reg->idx_count != 0)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INDEX_COUNT, "Invalid index count %u for a IMMCONST64 register.",
reg->idx_count);
break;
default:
break;
}
}
static void vsir_validate_dst_param(struct validation_context *ctx,
const struct vkd3d_shader_dst_param *dst)
{
vsir_validate_register(ctx, &dst->reg);
if (dst->write_mask & ~VKD3DSP_WRITEMASK_ALL)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_WRITE_MASK, "Destination has invalid write mask %#x.",
dst->write_mask);
switch (dst->reg.dimension)
{
case VSIR_DIMENSION_SCALAR:
if (dst->write_mask != VKD3DSP_WRITEMASK_0)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_WRITE_MASK, "Scalar destination has invalid write mask %#x.",
dst->write_mask);
break;
case VSIR_DIMENSION_VEC4:
if (dst->write_mask == 0)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_WRITE_MASK, "Vec4 destination has empty write mask.");
break;
default:
if (dst->write_mask != 0)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_WRITE_MASK, "Destination of dimension %u has invalid write mask %#x.",
dst->reg.dimension, dst->write_mask);
break;
}
if (dst->modifiers & ~VKD3DSPDM_MASK)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_MODIFIERS, "Destination has invalid modifiers %#x.",
dst->modifiers);
switch (dst->shift)
{
case 0:
case 1:
case 2:
case 3:
case 13:
case 14:
case 15:
break;
default:
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SHIFT, "Destination has invalid shift %#x.",
dst->shift);
}
if (dst->reg.type == VKD3DSPR_SSA && dst->reg.idx[0].offset < ctx->parser->shader_desc.ssa_count)
{
struct validation_context_ssa_data *data = &ctx->ssas[dst->reg.idx[0].offset];
if (data->write_mask == 0)
{
data->write_mask = dst->write_mask;
data->first_assigned = ctx->instruction_idx;
}
else
{
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SSA_USAGE,
"SSA register is already assigned at instruction %zu.",
data->first_assigned);
}
}
}
static void vsir_validate_src_param(struct validation_context *ctx,
const struct vkd3d_shader_src_param *src)
{
vsir_validate_register(ctx, &src->reg);
if (src->swizzle & ~0x03030303u)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SWIZZLE, "Source has invalid swizzle %#x.",
src->swizzle);
if (src->reg.dimension != VSIR_DIMENSION_VEC4 && src->swizzle != 0)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SWIZZLE, "Source of dimension %u has invalid swizzle %#x.",
src->reg.dimension, src->swizzle);
if (src->modifiers >= VKD3DSPSM_COUNT)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_MODIFIERS, "Source has invalid modifiers %#x.",
src->modifiers);
if (src->reg.type == VKD3DSPR_SSA && src->reg.idx[0].offset < ctx->parser->shader_desc.ssa_count)
{
struct validation_context_ssa_data *data = &ctx->ssas[src->reg.idx[0].offset];
unsigned int i;
for (i = 0; i < VKD3D_VEC4_SIZE; ++i)
data->read_mask |= (1u << vsir_swizzle_get_component(src->swizzle, i));
}
}
static void vsir_validate_dst_count(struct validation_context *ctx,
const struct vkd3d_shader_instruction *instruction, unsigned int count)
{
if (instruction->dst_count != count)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_DEST_COUNT,
"Invalid destination count %u for an instruction of type %#x, expected %u.",
instruction->dst_count, instruction->handler_idx, count);
}
static void vsir_validate_src_count(struct validation_context *ctx,
const struct vkd3d_shader_instruction *instruction, unsigned int count)
{
if (instruction->src_count != count)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SOURCE_COUNT,
"Invalid source count %u for an instruction of type %#x, expected %u.",
instruction->src_count, instruction->handler_idx, count);
}
static void vsir_validate_instruction(struct validation_context *ctx)
{
const struct vkd3d_shader_instruction *instruction = &ctx->parser->instructions.elements[ctx->instruction_idx];
size_t i;
ctx->parser->location = instruction->location;
for (i = 0; i < instruction->dst_count; ++i)
vsir_validate_dst_param(ctx, &instruction->dst[i]);
for (i = 0; i < instruction->src_count; ++i)
vsir_validate_src_param(ctx, &instruction->src[i]);
if (instruction->handler_idx >= VKD3DSIH_INVALID)
{
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_HANDLER, "Invalid instruction handler %#x.",
instruction->handler_idx);
}
switch (instruction->handler_idx)
{
case VKD3DSIH_HS_DECLS:
case VKD3DSIH_HS_CONTROL_POINT_PHASE:
case VKD3DSIH_HS_FORK_PHASE:
case VKD3DSIH_HS_JOIN_PHASE:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, 0);
if (ctx->parser->shader_version.type != VKD3D_SHADER_TYPE_HULL)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_HANDLER, "Phase instruction %#x is only valid in a hull shader.",
instruction->handler_idx);
if (ctx->depth != 0)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INSTRUCTION_NESTING, "Phase instruction %#x must appear to top level.",
instruction->handler_idx);
ctx->phase = instruction->handler_idx;
ctx->dcl_temps_found = false;
ctx->temp_count = 0;
return;
default:
break;
}
if (ctx->parser->shader_version.type == VKD3D_SHADER_TYPE_HULL &&
ctx->phase == VKD3DSIH_INVALID)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_HANDLER, "Instruction %#x appear before any phase instruction in a hull shader.",
instruction->handler_idx);
switch (instruction->handler_idx)
{
case VKD3DSIH_DCL_TEMPS:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, 0);
if (ctx->dcl_temps_found)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_DUPLICATE_DCL_TEMPS, "Duplicate DCL_TEMPS instruction.");
if (instruction->declaration.count > ctx->parser->shader_desc.temp_count)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_DCL_TEMPS, "Invalid DCL_TEMPS count %u, expected at most %u.",
instruction->declaration.count, ctx->parser->shader_desc.temp_count);
ctx->dcl_temps_found = true;
ctx->temp_count = instruction->declaration.count;
break;
case VKD3DSIH_IF:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, 1);
if (!vkd3d_array_reserve((void **)&ctx->blocks, &ctx->blocks_capacity, ctx->depth + 1, sizeof(*ctx->blocks)))
return;
ctx->blocks[ctx->depth++] = instruction->handler_idx;
break;
case VKD3DSIH_IFC:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, 2);
if (!vkd3d_array_reserve((void **)&ctx->blocks, &ctx->blocks_capacity, ctx->depth + 1, sizeof(*ctx->blocks)))
return;
ctx->blocks[ctx->depth++] = VKD3DSIH_IF;
break;
case VKD3DSIH_ELSE:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, 0);
if (ctx->depth == 0 || ctx->blocks[ctx->depth - 1] != VKD3DSIH_IF)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INSTRUCTION_NESTING, "ELSE instruction doesn't terminate IF block.");
else
ctx->blocks[ctx->depth - 1] = instruction->handler_idx;
break;
case VKD3DSIH_ENDIF:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, 0);
if (ctx->depth == 0 || (ctx->blocks[ctx->depth - 1] != VKD3DSIH_IF && ctx->blocks[ctx->depth - 1] != VKD3DSIH_ELSE))
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INSTRUCTION_NESTING, "ENDIF instruction doesn't terminate IF/ELSE block.");
else
--ctx->depth;
break;
case VKD3DSIH_LOOP:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, ctx->parser->shader_version.major <= 3 ? 2 : 0);
if (!vkd3d_array_reserve((void **)&ctx->blocks, &ctx->blocks_capacity, ctx->depth + 1, sizeof(*ctx->blocks)))
return;
ctx->blocks[ctx->depth++] = instruction->handler_idx;
break;
case VKD3DSIH_ENDLOOP:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, 0);
if (ctx->depth == 0 || ctx->blocks[ctx->depth - 1] != VKD3DSIH_LOOP)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INSTRUCTION_NESTING, "ENDLOOP instruction doesn't terminate LOOP block.");
else
--ctx->depth;
break;
case VKD3DSIH_REP:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, 1);
if (!vkd3d_array_reserve((void **)&ctx->blocks, &ctx->blocks_capacity, ctx->depth + 1, sizeof(*ctx->blocks)))
return;
ctx->blocks[ctx->depth++] = instruction->handler_idx;
break;
case VKD3DSIH_ENDREP:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, 0);
if (ctx->depth == 0 || ctx->blocks[ctx->depth - 1] != VKD3DSIH_REP)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INSTRUCTION_NESTING, "ENDREP instruction doesn't terminate REP block.");
else
--ctx->depth;
break;
case VKD3DSIH_SWITCH:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, 1);
if (!vkd3d_array_reserve((void **)&ctx->blocks, &ctx->blocks_capacity, ctx->depth + 1, sizeof(*ctx->blocks)))
return;
ctx->blocks[ctx->depth++] = instruction->handler_idx;
break;
case VKD3DSIH_ENDSWITCH:
vsir_validate_dst_count(ctx, instruction, 0);
vsir_validate_src_count(ctx, instruction, 0);
if (ctx->depth == 0 || ctx->blocks[ctx->depth - 1] != VKD3DSIH_SWITCH)
validator_error(ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INSTRUCTION_NESTING, "ENDSWITCH instruction doesn't terminate SWITCH block.");
else
--ctx->depth;
break;
default:
break;
}
}
enum vkd3d_result vsir_validate(struct vkd3d_shader_parser *parser)
{
struct validation_context ctx =
{
.parser = parser,
.phase = VKD3DSIH_INVALID,
};
unsigned int i;
if (!(parser->config_flags & VKD3D_SHADER_CONFIG_FLAG_FORCE_VALIDATION))
return VKD3D_OK;
if (!(ctx.temps = vkd3d_calloc(parser->shader_desc.temp_count, sizeof(*ctx.temps))))
goto fail;
if (!(ctx.ssas = vkd3d_calloc(parser->shader_desc.ssa_count, sizeof(*ctx.ssas))))
goto fail;
for (ctx.instruction_idx = 0; ctx.instruction_idx < parser->instructions.count; ++ctx.instruction_idx)
vsir_validate_instruction(&ctx);
ctx.invalid_instruction_idx = true;
if (ctx.depth != 0)
validator_error(&ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_INSTRUCTION_NESTING, "%zu nested blocks were not closed.", ctx.depth);
for (i = 0; i < parser->shader_desc.ssa_count; ++i)
{
struct validation_context_ssa_data *data = &ctx.ssas[i];
if ((data->write_mask | data->read_mask) != data->write_mask)
validator_error(&ctx, VKD3D_SHADER_ERROR_VSIR_INVALID_SSA_USAGE,
"SSA register %u has invalid read mask %#x, which is not a subset of the write mask %#x "
"at the point of definition.", i, data->read_mask, data->write_mask);
}
vkd3d_free(ctx.blocks);
vkd3d_free(ctx.temps);
vkd3d_free(ctx.ssas);
return VKD3D_OK;
fail:
vkd3d_free(ctx.blocks);
vkd3d_free(ctx.temps);
vkd3d_free(ctx.ssas);
return VKD3D_ERROR_OUT_OF_MEMORY;
}