mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
1303 lines
48 KiB
C
1303 lines
48 KiB
C
/*
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* Copyright 2021 Atharva Nimbalkar
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "vkd3d_shader_private.h"
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struct glsl_src
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{
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struct vkd3d_string_buffer *str;
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};
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struct glsl_dst
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{
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const struct vkd3d_shader_dst_param *vsir;
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struct vkd3d_string_buffer *register_name;
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struct vkd3d_string_buffer *mask;
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};
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struct vkd3d_glsl_generator
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{
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struct vsir_program *program;
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struct vkd3d_string_buffer_cache string_buffers;
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struct vkd3d_string_buffer *buffer;
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struct vkd3d_shader_location location;
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struct vkd3d_shader_message_context *message_context;
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unsigned int indent;
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const char *prefix;
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bool failed;
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struct shader_limits
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{
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unsigned int input_count;
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unsigned int output_count;
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} limits;
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bool interstage_input;
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bool interstage_output;
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const struct vkd3d_shader_interface_info *interface_info;
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const struct vkd3d_shader_descriptor_offset_info *offset_info;
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const struct vkd3d_shader_scan_descriptor_info1 *descriptor_info;
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};
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static void VKD3D_PRINTF_FUNC(3, 4) vkd3d_glsl_compiler_error(
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struct vkd3d_glsl_generator *generator,
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enum vkd3d_shader_error error, const char *fmt, ...)
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{
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va_list args;
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va_start(args, fmt);
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vkd3d_shader_verror(generator->message_context, &generator->location, error, fmt, args);
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va_end(args);
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generator->failed = true;
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}
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static const char *shader_glsl_get_prefix(enum vkd3d_shader_type type)
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{
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switch (type)
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{
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case VKD3D_SHADER_TYPE_VERTEX:
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return "vs";
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case VKD3D_SHADER_TYPE_HULL:
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return "hs";
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case VKD3D_SHADER_TYPE_DOMAIN:
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return "ds";
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case VKD3D_SHADER_TYPE_GEOMETRY:
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return "gs";
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case VKD3D_SHADER_TYPE_PIXEL:
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return "ps";
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case VKD3D_SHADER_TYPE_COMPUTE:
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return "cs";
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default:
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return NULL;
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}
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}
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static void shader_glsl_print_indent(struct vkd3d_string_buffer *buffer, unsigned int indent)
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{
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vkd3d_string_buffer_printf(buffer, "%*s", 4 * indent, "");
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}
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static void shader_glsl_print_register_name(struct vkd3d_string_buffer *buffer,
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struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_register *reg)
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{
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switch (reg->type)
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{
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case VKD3DSPR_TEMP:
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vkd3d_string_buffer_printf(buffer, "r[%u]", reg->idx[0].offset);
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break;
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case VKD3DSPR_INPUT:
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if (reg->idx_count != 1)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled input register index count %u.", reg->idx_count);
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vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
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break;
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}
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if (reg->idx[0].rel_addr)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled input register indirect addressing.");
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vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
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break;
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}
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vkd3d_string_buffer_printf(buffer, "%s_in[%u]", gen->prefix, reg->idx[0].offset);
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break;
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case VKD3DSPR_OUTPUT:
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if (reg->idx_count != 1)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled output register index count %u.", reg->idx_count);
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vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
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break;
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}
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if (reg->idx[0].rel_addr)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled output register indirect addressing.");
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vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
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break;
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}
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vkd3d_string_buffer_printf(buffer, "%s_out[%u]", gen->prefix, reg->idx[0].offset);
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break;
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case VKD3DSPR_DEPTHOUT:
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if (gen->program->shader_version.type != VKD3D_SHADER_TYPE_PIXEL)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled depth output in shader type #%x.",
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gen->program->shader_version.type);
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vkd3d_string_buffer_printf(buffer, "gl_FragDepth");
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break;
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case VKD3DSPR_IMMCONST:
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switch (reg->dimension)
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{
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case VSIR_DIMENSION_SCALAR:
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vkd3d_string_buffer_printf(buffer, "%#xu", reg->u.immconst_u32[0]);
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break;
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case VSIR_DIMENSION_VEC4:
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vkd3d_string_buffer_printf(buffer, "uvec4(%#xu, %#xu, %#xu, %#xu)",
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reg->u.immconst_u32[0], reg->u.immconst_u32[1],
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reg->u.immconst_u32[2], reg->u.immconst_u32[3]);
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break;
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default:
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vkd3d_string_buffer_printf(buffer, "<unhandled_dimension %#x>", reg->dimension);
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled dimension %#x.", reg->dimension);
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break;
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}
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break;
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case VKD3DSPR_CONSTBUFFER:
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if (reg->idx_count != 3)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled constant buffer register index count %u.", reg->idx_count);
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vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
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break;
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}
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if (reg->idx[0].rel_addr || reg->idx[2].rel_addr)
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{
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled constant buffer register indirect addressing.");
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vkd3d_string_buffer_printf(buffer, "<unhandled register %#x>", reg->type);
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break;
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}
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vkd3d_string_buffer_printf(buffer, "%s_cb_%u[%u]",
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gen->prefix, reg->idx[0].offset, reg->idx[2].offset);
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break;
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default:
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled register type %#x.", reg->type);
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vkd3d_string_buffer_printf(buffer, "<unrecognised register %#x>", reg->type);
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break;
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}
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}
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static void shader_glsl_print_swizzle(struct vkd3d_string_buffer *buffer, uint32_t swizzle, uint32_t mask)
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{
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const char swizzle_chars[] = "xyzw";
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unsigned int i;
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vkd3d_string_buffer_printf(buffer, ".");
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for (i = 0; i < VKD3D_VEC4_SIZE; ++i)
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{
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if (mask & (VKD3DSP_WRITEMASK_0 << i))
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vkd3d_string_buffer_printf(buffer, "%c", swizzle_chars[vsir_swizzle_get_component(swizzle, i)]);
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}
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}
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static void shader_glsl_print_write_mask(struct vkd3d_string_buffer *buffer, uint32_t write_mask)
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{
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vkd3d_string_buffer_printf(buffer, ".");
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if (write_mask & VKD3DSP_WRITEMASK_0)
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vkd3d_string_buffer_printf(buffer, "x");
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if (write_mask & VKD3DSP_WRITEMASK_1)
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vkd3d_string_buffer_printf(buffer, "y");
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if (write_mask & VKD3DSP_WRITEMASK_2)
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vkd3d_string_buffer_printf(buffer, "z");
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if (write_mask & VKD3DSP_WRITEMASK_3)
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vkd3d_string_buffer_printf(buffer, "w");
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}
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static void glsl_src_cleanup(struct glsl_src *src, struct vkd3d_string_buffer_cache *cache)
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{
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vkd3d_string_buffer_release(cache, src->str);
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}
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static void shader_glsl_print_bitcast(struct vkd3d_string_buffer *dst, struct vkd3d_glsl_generator *gen,
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const char *src, enum vkd3d_data_type dst_data_type, enum vkd3d_data_type src_data_type, unsigned int size)
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{
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if (dst_data_type == VKD3D_DATA_UNORM || dst_data_type == VKD3D_DATA_SNORM)
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dst_data_type = VKD3D_DATA_FLOAT;
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if (src_data_type == VKD3D_DATA_UNORM || src_data_type == VKD3D_DATA_SNORM)
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src_data_type = VKD3D_DATA_FLOAT;
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if (dst_data_type == src_data_type)
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{
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vkd3d_string_buffer_printf(dst, "%s", src);
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return;
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}
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if (src_data_type == VKD3D_DATA_FLOAT)
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{
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switch (dst_data_type)
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{
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case VKD3D_DATA_INT:
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vkd3d_string_buffer_printf(dst, "floatBitsToInt(%s)", src);
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return;
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case VKD3D_DATA_UINT:
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vkd3d_string_buffer_printf(dst, "floatBitsToUint(%s)", src);
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return;
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default:
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break;
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}
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}
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if (src_data_type == VKD3D_DATA_UINT)
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{
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switch (dst_data_type)
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{
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case VKD3D_DATA_FLOAT:
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vkd3d_string_buffer_printf(dst, "uintBitsToFloat(%s)", src);
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return;
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case VKD3D_DATA_INT:
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if (size == 1)
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vkd3d_string_buffer_printf(dst, "int(%s)", src);
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else
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vkd3d_string_buffer_printf(dst, "ivec%u(%s)", size, src);
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return;
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default:
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break;
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}
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}
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled bitcast from %#x to %#x.",
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src_data_type, dst_data_type);
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vkd3d_string_buffer_printf(dst, "%s", src);
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}
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static void glsl_src_init(struct glsl_src *glsl_src, struct vkd3d_glsl_generator *gen,
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const struct vkd3d_shader_src_param *vsir_src, uint32_t mask)
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{
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const struct vkd3d_shader_register *reg = &vsir_src->reg;
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struct vkd3d_string_buffer *register_name, *str;
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enum vkd3d_data_type src_data_type;
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unsigned int size;
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glsl_src->str = vkd3d_string_buffer_get(&gen->string_buffers);
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register_name = vkd3d_string_buffer_get(&gen->string_buffers);
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if (reg->non_uniform)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled 'non-uniform' modifier.");
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if (reg->type == VKD3DSPR_IMMCONST)
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src_data_type = VKD3D_DATA_UINT;
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else
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src_data_type = VKD3D_DATA_FLOAT;
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shader_glsl_print_register_name(register_name, gen, reg);
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if (!vsir_src->modifiers)
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str = glsl_src->str;
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else
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str = vkd3d_string_buffer_get(&gen->string_buffers);
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size = reg->dimension == VSIR_DIMENSION_VEC4 ? 4 : 1;
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shader_glsl_print_bitcast(str, gen, register_name->buffer, reg->data_type, src_data_type, size);
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if (reg->dimension == VSIR_DIMENSION_VEC4)
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shader_glsl_print_swizzle(str, vsir_src->swizzle, mask);
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switch (vsir_src->modifiers)
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{
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case VKD3DSPSM_NONE:
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break;
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case VKD3DSPSM_NEG:
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vkd3d_string_buffer_printf(glsl_src->str, "-%s", str->buffer);
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break;
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case VKD3DSPSM_ABS:
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vkd3d_string_buffer_printf(glsl_src->str, "abs(%s)", str->buffer);
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break;
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default:
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vkd3d_string_buffer_printf(glsl_src->str, "<unhandled modifier %#x>(%s)",
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vsir_src->modifiers, str->buffer);
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled source modifier(s) %#x.", vsir_src->modifiers);
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break;
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}
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if (str != glsl_src->str)
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vkd3d_string_buffer_release(&gen->string_buffers, str);
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vkd3d_string_buffer_release(&gen->string_buffers, register_name);
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}
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static void glsl_dst_cleanup(struct glsl_dst *dst, struct vkd3d_string_buffer_cache *cache)
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{
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vkd3d_string_buffer_release(cache, dst->mask);
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vkd3d_string_buffer_release(cache, dst->register_name);
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}
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static uint32_t glsl_dst_init(struct glsl_dst *glsl_dst, struct vkd3d_glsl_generator *gen,
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const struct vkd3d_shader_instruction *ins, const struct vkd3d_shader_dst_param *vsir_dst)
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{
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uint32_t write_mask = vsir_dst->write_mask;
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if (ins->flags & VKD3DSI_PRECISE_XYZW)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled 'precise' modifier.");
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if (vsir_dst->reg.non_uniform)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled 'non-uniform' modifier.");
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glsl_dst->vsir = vsir_dst;
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glsl_dst->register_name = vkd3d_string_buffer_get(&gen->string_buffers);
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glsl_dst->mask = vkd3d_string_buffer_get(&gen->string_buffers);
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shader_glsl_print_register_name(glsl_dst->register_name, gen, &vsir_dst->reg);
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shader_glsl_print_write_mask(glsl_dst->mask, write_mask);
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return write_mask;
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}
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static void VKD3D_PRINTF_FUNC(3, 4) shader_glsl_print_assignment(
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struct vkd3d_glsl_generator *gen, struct glsl_dst *dst, const char *format, ...)
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{
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const struct vkd3d_shader_register *dst_reg = &dst->vsir->reg;
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struct vkd3d_string_buffer *buffer = gen->buffer;
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uint32_t modifiers = dst->vsir->modifiers;
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bool close = true;
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va_list args;
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if (dst->vsir->shift)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled destination shift %#x.", dst->vsir->shift);
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if (modifiers & ~VKD3DSPDM_SATURATE)
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled destination modifier(s) %#x.", modifiers);
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shader_glsl_print_indent(buffer, gen->indent);
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vkd3d_string_buffer_printf(buffer, "%s%s = ", dst->register_name->buffer, dst->mask->buffer);
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if (modifiers & VKD3DSPDM_SATURATE)
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vkd3d_string_buffer_printf(buffer, "clamp(");
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switch (dst_reg->data_type)
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{
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default:
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled destination register data type %#x.", dst_reg->data_type);
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/* fall through */
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case VKD3D_DATA_FLOAT:
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close = false;
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break;
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case VKD3D_DATA_INT:
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vkd3d_string_buffer_printf(buffer, "intBitsToFloat(");
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break;
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case VKD3D_DATA_UINT:
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vkd3d_string_buffer_printf(buffer, "uintBitsToFloat(");
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break;
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}
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va_start(args, format);
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vkd3d_string_buffer_vprintf(buffer, format, args);
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va_end(args);
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if (close)
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vkd3d_string_buffer_printf(buffer, ")");
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if (modifiers & VKD3DSPDM_SATURATE)
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vkd3d_string_buffer_printf(buffer, ", 0.0, 1.0)");
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vkd3d_string_buffer_printf(buffer, ";\n");
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}
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static void shader_glsl_unhandled(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
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{
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shader_glsl_print_indent(gen->buffer, gen->indent);
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vkd3d_string_buffer_printf(gen->buffer, "/* <unhandled instruction %#x> */\n", ins->opcode);
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vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
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"Internal compiler error: Unhandled instruction %#x.", ins->opcode);
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}
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static void shader_glsl_binop(struct vkd3d_glsl_generator *gen,
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const struct vkd3d_shader_instruction *ins, const char *op)
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{
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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 vkd3d_string_buffer *args;
|
|
struct glsl_src src;
|
|
struct glsl_dst dst;
|
|
unsigned int i;
|
|
uint32_t mask;
|
|
|
|
mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
|
|
args = vkd3d_string_buffer_get(&gen->string_buffers);
|
|
|
|
for (i = 0; i < ins->src_count; ++i)
|
|
{
|
|
glsl_src_init(&src, gen, &ins->src[i], mask);
|
|
vkd3d_string_buffer_printf(args, "%s%s", i ? ", " : "", src.str->buffer);
|
|
glsl_src_cleanup(&src, &gen->string_buffers);
|
|
}
|
|
shader_glsl_print_assignment(gen, &dst, "%s(%s)", op, args->buffer);
|
|
|
|
vkd3d_string_buffer_release(&gen->string_buffers, args);
|
|
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_if(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
const char *condition;
|
|
struct glsl_src src;
|
|
|
|
glsl_src_init(&src, gen, &ins->src[0], VKD3DSP_WRITEMASK_0);
|
|
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
condition = ins->flags == VKD3D_SHADER_CONDITIONAL_OP_NZ ? "bool" : "!bool";
|
|
vkd3d_string_buffer_printf(gen->buffer, "if (%s(%s))\n", condition, src.str->buffer);
|
|
|
|
glsl_src_cleanup(&src, &gen->string_buffers);
|
|
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "{\n");
|
|
++gen->indent;
|
|
}
|
|
|
|
static void shader_glsl_else(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
unsigned int i = 4 * (gen->indent - 1);
|
|
|
|
vkd3d_string_buffer_printf(gen->buffer, "%*s}\n%*selse\n%*s{\n", i, "", i, "", i, "");
|
|
}
|
|
|
|
static void shader_glsl_endif(struct vkd3d_glsl_generator *gen)
|
|
{
|
|
--gen->indent;
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "}\n");
|
|
}
|
|
|
|
static void shader_glsl_unary_op(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_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, "<unhandled sysval %#x>", 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_IS_FRONT_FACE:
|
|
if (version->type != VKD3D_SHADER_TYPE_PIXEL)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled SV_IS_FRONT_FACE in shader type #%x.", version->type);
|
|
vkd3d_string_buffer_printf(buffer,
|
|
"uintBitsToFloat(uvec4(gl_FrontFacing ? 0xffffffffu : 0u, 0u, 0u, 0u))");
|
|
|
|
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, "<unhandled sysval %#x>", 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, "<unhandled output %u>", 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_INPUT_PS_SIV:
|
|
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_ELSE:
|
|
shader_glsl_else(gen, ins);
|
|
break;
|
|
case VKD3DSIH_ENDIF:
|
|
shader_glsl_endif(gen);
|
|
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_IF:
|
|
shader_glsl_if(gen, ins);
|
|
break;
|
|
case VKD3DSIH_MAD:
|
|
shader_glsl_intrinsic(gen, ins, "fma");
|
|
break;
|
|
case VKD3DSIH_ISHL:
|
|
shader_glsl_binop(gen, ins, "<<");
|
|
break;
|
|
case VKD3DSIH_ISHR:
|
|
shader_glsl_binop(gen, ins, ">>");
|
|
break;
|
|
case VKD3DSIH_LTO:
|
|
shader_glsl_relop(gen, ins, "<", "lessThan");
|
|
break;
|
|
case VKD3DSIH_MAX:
|
|
shader_glsl_intrinsic(gen, ins, "max");
|
|
break;
|
|
case VKD3DSIH_MIN:
|
|
shader_glsl_intrinsic(gen, ins, "min");
|
|
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_LOG:
|
|
shader_glsl_intrinsic(gen, ins, "log2");
|
|
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_NOT:
|
|
shader_glsl_unary_op(gen, ins, "~");
|
|
break;
|
|
case VKD3DSIH_OR:
|
|
shader_glsl_binop(gen, ins, "|");
|
|
break;
|
|
case VKD3DSIH_RET:
|
|
shader_glsl_ret(gen, ins);
|
|
break;
|
|
case VKD3DSIH_ROUND_NE:
|
|
shader_glsl_intrinsic(gen, ins, "roundEven");
|
|
break;
|
|
case VKD3DSIH_ROUND_NI:
|
|
shader_glsl_intrinsic(gen, ins, "floor");
|
|
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_RSQ:
|
|
shader_glsl_intrinsic(gen, ins, "inversesqrt");
|
|
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, "/* <unhandled descriptor type %#x> */\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;
|
|
}
|