vkd3d/libs/vkd3d-shader/vkd3d_shader_main.c
2023-10-11 22:21:19 +02:00

1992 lines
66 KiB
C
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
* Copyright 2017 Józef Kucia for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "vkd3d_shader_private.h"
#include "vkd3d_version.h"
#include <stdio.h>
#include <math.h>
VKD3D_DEBUG_ENV_NAME("VKD3D_SHADER_DEBUG");
static inline int char_to_int(char c)
{
if ('0' <= c && c <= '9')
return c - '0';
if ('A' <= c && c <= 'F')
return c - 'A' + 10;
if ('a' <= c && c <= 'f')
return c - 'a' + 10;
return -1;
}
uint32_t vkd3d_parse_integer(const char *s)
{
uint32_t base = 10, ret = 0;
int digit;
if (*s == '0')
{
base = 8;
++s;
if (*s == 'x' || *s == 'X')
{
base = 16;
++s;
}
}
while ((digit = char_to_int(*s++)) >= 0)
ret = ret * base + (uint32_t)digit;
return ret;
}
void vkd3d_string_buffer_init(struct vkd3d_string_buffer *buffer)
{
buffer->buffer_size = 16;
buffer->content_size = 0;
buffer->buffer = vkd3d_malloc(buffer->buffer_size);
assert(buffer->buffer);
memset(buffer->buffer, 0, buffer->buffer_size);
}
void vkd3d_string_buffer_cleanup(struct vkd3d_string_buffer *buffer)
{
vkd3d_free(buffer->buffer);
}
static void vkd3d_string_buffer_clear(struct vkd3d_string_buffer *buffer)
{
buffer->buffer[0] = '\0';
buffer->content_size = 0;
}
static bool vkd3d_string_buffer_resize(struct vkd3d_string_buffer *buffer, int rc)
{
unsigned int new_buffer_size = rc >= 0 ? buffer->content_size + rc + 1 : buffer->buffer_size * 2;
if (!vkd3d_array_reserve((void **)&buffer->buffer, &buffer->buffer_size, new_buffer_size, 1))
{
ERR("Failed to grow buffer.\n");
buffer->buffer[buffer->content_size] = '\0';
return false;
}
return true;
}
int vkd3d_string_buffer_vprintf(struct vkd3d_string_buffer *buffer, const char *format, va_list args)
{
unsigned int rem;
va_list a;
int rc;
for (;;)
{
rem = buffer->buffer_size - buffer->content_size;
va_copy(a, args);
rc = vsnprintf(&buffer->buffer[buffer->content_size], rem, format, a);
va_end(a);
if (rc >= 0 && (unsigned int)rc < rem)
{
buffer->content_size += rc;
return 0;
}
if (!vkd3d_string_buffer_resize(buffer, rc))
return -1;
}
}
int vkd3d_string_buffer_printf(struct vkd3d_string_buffer *buffer, const char *format, ...)
{
va_list args;
int ret;
va_start(args, format);
ret = vkd3d_string_buffer_vprintf(buffer, format, args);
va_end(args);
return ret;
}
int vkd3d_string_buffer_print_f32(struct vkd3d_string_buffer *buffer, float f)
{
unsigned int idx = buffer->content_size + 1;
int ret;
if (!(ret = vkd3d_string_buffer_printf(buffer, "%.8e", f)) && isfinite(f))
{
if (signbit(f))
++idx;
buffer->buffer[idx] = '.';
}
return ret;
}
int vkd3d_string_buffer_print_f64(struct vkd3d_string_buffer *buffer, double d)
{
unsigned int idx = buffer->content_size + 1;
int ret;
if (!(ret = vkd3d_string_buffer_printf(buffer, "%.16e", d)) && isfinite(d))
{
if (signbit(d))
++idx;
buffer->buffer[idx] = '.';
}
return ret;
}
void vkd3d_string_buffer_trace_(const struct vkd3d_string_buffer *buffer, const char *function)
{
vkd3d_shader_trace_text_(buffer->buffer, buffer->content_size, function);
}
void vkd3d_shader_trace_text_(const char *text, size_t size, const char *function)
{
const char *p, *q, *end = text + size;
if (!TRACE_ON())
return;
for (p = text; p < end; p = q)
{
if (!(q = memchr(p, '\n', end - p)))
q = end;
else
++q;
vkd3d_dbg_printf(VKD3D_DBG_LEVEL_TRACE, function, "%.*s", (int)(q - p), p);
}
}
void vkd3d_string_buffer_cache_init(struct vkd3d_string_buffer_cache *cache)
{
memset(cache, 0, sizeof(*cache));
}
void vkd3d_string_buffer_cache_cleanup(struct vkd3d_string_buffer_cache *cache)
{
unsigned int i;
for (i = 0; i < cache->count; ++i)
{
vkd3d_string_buffer_cleanup(cache->buffers[i]);
vkd3d_free(cache->buffers[i]);
}
vkd3d_free(cache->buffers);
vkd3d_string_buffer_cache_init(cache);
}
struct vkd3d_string_buffer *vkd3d_string_buffer_get(struct vkd3d_string_buffer_cache *cache)
{
struct vkd3d_string_buffer *buffer;
if (!cache->count)
{
if (!vkd3d_array_reserve((void **)&cache->buffers, &cache->capacity,
cache->max_count + 1, sizeof(*cache->buffers)))
return NULL;
++cache->max_count;
if (!(buffer = vkd3d_malloc(sizeof(*buffer))))
return NULL;
vkd3d_string_buffer_init(buffer);
}
else
{
buffer = cache->buffers[--cache->count];
}
vkd3d_string_buffer_clear(buffer);
return buffer;
}
void vkd3d_string_buffer_release(struct vkd3d_string_buffer_cache *cache, struct vkd3d_string_buffer *buffer)
{
if (!buffer)
return;
assert(cache->count + 1 <= cache->max_count);
cache->buffers[cache->count++] = buffer;
}
void vkd3d_shader_message_context_init(struct vkd3d_shader_message_context *context,
enum vkd3d_shader_log_level log_level)
{
context->log_level = log_level;
vkd3d_string_buffer_init(&context->messages);
}
void vkd3d_shader_message_context_cleanup(struct vkd3d_shader_message_context *context)
{
vkd3d_string_buffer_cleanup(&context->messages);
}
void vkd3d_shader_message_context_trace_messages_(const struct vkd3d_shader_message_context *context,
const char *function)
{
vkd3d_string_buffer_trace_(&context->messages, function);
}
bool vkd3d_shader_message_context_copy_messages(struct vkd3d_shader_message_context *context, char **out)
{
char *messages;
if (!out)
return true;
*out = NULL;
if (!context->messages.content_size)
return true;
if (!(messages = vkd3d_malloc(context->messages.content_size + 1)))
return false;
memcpy(messages, context->messages.buffer, context->messages.content_size + 1);
*out = messages;
return true;
}
void vkd3d_shader_vnote(struct vkd3d_shader_message_context *context, const struct vkd3d_shader_location *location,
enum vkd3d_shader_log_level level, const char *format, va_list args)
{
if (context->log_level < level)
return;
if (location)
{
const char *source_name = location->source_name ? location->source_name : "<anonymous>";
if (location->line)
vkd3d_string_buffer_printf(&context->messages, "%s:%u:%u: ",
source_name, location->line, location->column);
else
vkd3d_string_buffer_printf(&context->messages, "%s: ", source_name);
}
vkd3d_string_buffer_vprintf(&context->messages, format, args);
vkd3d_string_buffer_printf(&context->messages, "\n");
}
void vkd3d_shader_vwarning(struct vkd3d_shader_message_context *context, const struct vkd3d_shader_location *location,
enum vkd3d_shader_error error, const char *format, va_list args)
{
if (context->log_level < VKD3D_SHADER_LOG_WARNING)
return;
if (location)
{
const char *source_name = location->source_name ? location->source_name : "<anonymous>";
if (location->line)
vkd3d_string_buffer_printf(&context->messages, "%s:%u:%u: W%04u: ",
source_name, location->line, location->column, error);
else
vkd3d_string_buffer_printf(&context->messages, "%s: W%04u: ", source_name, error);
}
else
{
vkd3d_string_buffer_printf(&context->messages, "W%04u: ", error);
}
vkd3d_string_buffer_vprintf(&context->messages, format, args);
vkd3d_string_buffer_printf(&context->messages, "\n");
}
void vkd3d_shader_verror(struct vkd3d_shader_message_context *context, const struct vkd3d_shader_location *location,
enum vkd3d_shader_error error, const char *format, va_list args)
{
if (context->log_level < VKD3D_SHADER_LOG_ERROR)
return;
if (location)
{
const char *source_name = location->source_name ? location->source_name : "<anonymous>";
if (location->line)
vkd3d_string_buffer_printf(&context->messages, "%s:%u:%u: E%04u: ",
source_name, location->line, location->column, error);
else
vkd3d_string_buffer_printf(&context->messages, "%s: E%04u: ", source_name, error);
}
else
{
vkd3d_string_buffer_printf(&context->messages, "E%04u: ", error);
}
vkd3d_string_buffer_vprintf(&context->messages, format, args);
vkd3d_string_buffer_printf(&context->messages, "\n");
}
void vkd3d_shader_error(struct vkd3d_shader_message_context *context, const struct vkd3d_shader_location *location,
enum vkd3d_shader_error error, const char *format, ...)
{
va_list args;
va_start(args, format);
vkd3d_shader_verror(context, location, error, format, args);
va_end(args);
}
size_t bytecode_align(struct vkd3d_bytecode_buffer *buffer)
{
size_t aligned_size = align(buffer->size, 4);
if (!vkd3d_array_reserve((void **)&buffer->data, &buffer->capacity, aligned_size, 1))
{
buffer->status = VKD3D_ERROR_OUT_OF_MEMORY;
return aligned_size;
}
memset(buffer->data + buffer->size, 0xab, aligned_size - buffer->size);
buffer->size = aligned_size;
return aligned_size;
}
size_t bytecode_put_bytes(struct vkd3d_bytecode_buffer *buffer, const void *bytes, size_t size)
{
size_t offset = bytecode_align(buffer);
if (buffer->status)
return offset;
if (!vkd3d_array_reserve((void **)&buffer->data, &buffer->capacity, offset + size, 1))
{
buffer->status = VKD3D_ERROR_OUT_OF_MEMORY;
return offset;
}
memcpy(buffer->data + offset, bytes, size);
buffer->size = offset + size;
return offset;
}
void set_u32(struct vkd3d_bytecode_buffer *buffer, size_t offset, uint32_t value)
{
if (buffer->status)
return;
assert(vkd3d_bound_range(offset, sizeof(value), buffer->size));
memcpy(buffer->data + offset, &value, sizeof(value));
}
static void vkd3d_shader_dump_blob(const char *path, const char *prefix,
const char *suffix, const void *data, size_t size)
{
static LONG shader_id = 0;
char filename[1024];
unsigned int id;
FILE *f;
id = InterlockedIncrement(&shader_id) - 1;
snprintf(filename, ARRAY_SIZE(filename), "%s/vkd3d-shader-%s-%u.%s", path, prefix, id, suffix);
if ((f = fopen(filename, "wb")))
{
if (fwrite(data, 1, size, f) != size)
ERR("Failed to write shader to %s.\n", filename);
if (fclose(f))
ERR("Failed to close stream %s.\n", filename);
}
else
{
ERR("Failed to open %s for dumping shader.\n", filename);
}
}
static const char *shader_get_source_type_suffix(enum vkd3d_shader_source_type type)
{
switch (type)
{
case VKD3D_SHADER_SOURCE_DXBC_TPF:
return "dxbc";
case VKD3D_SHADER_SOURCE_HLSL:
return "hlsl";
case VKD3D_SHADER_SOURCE_D3D_BYTECODE:
return "d3dbc";
case VKD3D_SHADER_SOURCE_DXBC_DXIL:
return "dxil";
default:
FIXME("Unhandled source type %#x.\n", type);
return "bin";
}
}
void vkd3d_shader_dump_shader(enum vkd3d_shader_source_type source_type,
enum vkd3d_shader_type shader_type, const struct vkd3d_shader_code *shader)
{
static bool enabled = true;
const char *path;
if (!enabled)
return;
if (!(path = getenv("VKD3D_SHADER_DUMP_PATH")))
{
enabled = false;
return;
}
vkd3d_shader_dump_blob(path, shader_get_type_prefix(shader_type),
shader_get_source_type_suffix(source_type), shader->code, shader->size);
}
static void init_scan_signature_info(const struct vkd3d_shader_compile_info *info)
{
struct vkd3d_shader_scan_signature_info *signature_info;
if ((signature_info = vkd3d_find_struct(info->next, SCAN_SIGNATURE_INFO)))
{
memset(&signature_info->input, 0, sizeof(signature_info->input));
memset(&signature_info->output, 0, sizeof(signature_info->output));
memset(&signature_info->patch_constant, 0, sizeof(signature_info->patch_constant));
}
}
static const struct vkd3d_debug_option vkd3d_shader_config_options[] =
{
{"force_validation", VKD3D_SHADER_CONFIG_FLAG_FORCE_VALIDATION}, /* force validation of internal shader representations */
};
static uint64_t vkd3d_shader_init_config_flags(void)
{
uint64_t config_flags;
const char *config;
config = getenv("VKD3D_SHADER_CONFIG");
config_flags = vkd3d_parse_debug_options(config, vkd3d_shader_config_options, ARRAY_SIZE(vkd3d_shader_config_options));
if (config_flags)
TRACE("VKD3D_SHADER_CONFIG='%s'.\n", config);
return config_flags;
}
bool vkd3d_shader_parser_init(struct vkd3d_shader_parser *parser,
struct vkd3d_shader_message_context *message_context, const char *source_name,
const struct vkd3d_shader_version *version, const struct vkd3d_shader_parser_ops *ops,
unsigned int instruction_reserve)
{
parser->message_context = message_context;
parser->location.source_name = source_name;
parser->location.line = 1;
parser->location.column = 0;
parser->shader_version = *version;
parser->ops = ops;
parser->config_flags = vkd3d_shader_init_config_flags();
return shader_instruction_array_init(&parser->instructions, instruction_reserve);
}
void VKD3D_PRINTF_FUNC(3, 4) vkd3d_shader_parser_error(struct vkd3d_shader_parser *parser,
enum vkd3d_shader_error error, const char *format, ...)
{
va_list args;
va_start(args, format);
vkd3d_shader_verror(parser->message_context, &parser->location, error, format, args);
va_end(args);
parser->failed = true;
}
void VKD3D_PRINTF_FUNC(3, 4) vkd3d_shader_parser_warning(struct vkd3d_shader_parser *parser,
enum vkd3d_shader_error error, const char *format, ...)
{
va_list args;
va_start(args, format);
vkd3d_shader_vwarning(parser->message_context, &parser->location, error, format, args);
va_end(args);
}
static int vkd3d_shader_validate_compile_info(const struct vkd3d_shader_compile_info *compile_info,
bool validate_target_type)
{
const enum vkd3d_shader_source_type *source_types;
const enum vkd3d_shader_target_type *target_types;
unsigned int count, i;
if (compile_info->type != VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO)
{
WARN("Invalid structure type %#x.\n", compile_info->type);
return VKD3D_ERROR_INVALID_ARGUMENT;
}
source_types = vkd3d_shader_get_supported_source_types(&count);
for (i = 0; i < count; ++i)
{
if (source_types[i] == compile_info->source_type)
break;
}
if (i == count)
{
WARN("Invalid shader source type %#x.\n", compile_info->source_type);
return VKD3D_ERROR_INVALID_ARGUMENT;
}
if (validate_target_type)
{
target_types = vkd3d_shader_get_supported_target_types(compile_info->source_type, &count);
for (i = 0; i < count; ++i)
{
if (target_types[i] == compile_info->target_type)
break;
}
if (i == count)
{
WARN("Invalid shader target type %#x.\n", compile_info->target_type);
return VKD3D_ERROR_INVALID_ARGUMENT;
}
}
return VKD3D_OK;
}
void vkd3d_shader_free_messages(char *messages)
{
TRACE("messages %p.\n", messages);
vkd3d_free(messages);
}
static bool vkd3d_shader_signature_from_shader_signature(struct vkd3d_shader_signature *signature,
const struct shader_signature *src)
{
unsigned int i;
signature->element_count = src->element_count;
if (!src->elements)
{
assert(!signature->element_count);
signature->elements = NULL;
return true;
}
if (!(signature->elements = vkd3d_calloc(signature->element_count, sizeof(*signature->elements))))
return false;
for (i = 0; i < signature->element_count; ++i)
{
struct vkd3d_shader_signature_element *d = &signature->elements[i];
struct signature_element *e = &src->elements[i];
d->semantic_name = e->semantic_name;
d->semantic_index = e->semantic_index;
d->stream_index = e->stream_index;
d->sysval_semantic = e->sysval_semantic;
d->component_type = e->component_type;
d->register_index = e->register_index;
if (e->register_count > 1)
FIXME("Arrayed elements are not supported yet.\n");
d->mask = e->mask;
d->used_mask = e->used_mask;
d->min_precision = e->min_precision;
}
return true;
}
struct vkd3d_shader_scan_context
{
struct vkd3d_shader_scan_descriptor_info1 *scan_descriptor_info;
size_t descriptors_size;
struct vkd3d_shader_message_context *message_context;
struct vkd3d_shader_location location;
struct vkd3d_shader_cf_info
{
enum
{
VKD3D_SHADER_BLOCK_IF,
VKD3D_SHADER_BLOCK_LOOP,
VKD3D_SHADER_BLOCK_SWITCH,
} type;
bool inside_block;
bool has_default;
} *cf_info;
size_t cf_info_size;
size_t cf_info_count;
enum vkd3d_shader_api_version api_version;
};
static void vkd3d_shader_scan_context_init(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_scan_descriptor_info1 *scan_descriptor_info,
struct vkd3d_shader_message_context *message_context)
{
unsigned int i;
memset(context, 0, sizeof(*context));
context->scan_descriptor_info = scan_descriptor_info;
context->message_context = message_context;
context->location.source_name = compile_info->source_name;
context->location.line = 2; /* Line 1 is the version token. */
context->api_version = VKD3D_SHADER_API_VERSION_1_2;
for (i = 0; i < compile_info->option_count; ++i)
{
const struct vkd3d_shader_compile_option *option = &compile_info->options[i];
if (option->name == VKD3D_SHADER_COMPILE_OPTION_API_VERSION)
context->api_version = option->value;
}
}
static void vkd3d_shader_scan_context_cleanup(struct vkd3d_shader_scan_context *context)
{
vkd3d_free(context->cf_info);
}
static struct vkd3d_shader_cf_info *vkd3d_shader_scan_get_current_cf_info(struct vkd3d_shader_scan_context *context)
{
if (!context->cf_info_count)
return NULL;
return &context->cf_info[context->cf_info_count - 1];
}
static struct vkd3d_shader_cf_info *vkd3d_shader_scan_push_cf_info(struct vkd3d_shader_scan_context *context)
{
struct vkd3d_shader_cf_info *cf_info;
if (!vkd3d_array_reserve((void **)&context->cf_info, &context->cf_info_size,
context->cf_info_count + 1, sizeof(*context->cf_info)))
{
ERR("Failed to allocate UAV range.\n");
return false;
}
cf_info = &context->cf_info[context->cf_info_count++];
memset(cf_info, 0, sizeof(*cf_info));
return cf_info;
}
static void vkd3d_shader_scan_pop_cf_info(struct vkd3d_shader_scan_context *context)
{
assert(context->cf_info_count);
--context->cf_info_count;
}
static struct vkd3d_shader_cf_info *vkd3d_shader_scan_find_innermost_breakable_cf_info(
struct vkd3d_shader_scan_context *context)
{
size_t count = context->cf_info_count;
struct vkd3d_shader_cf_info *cf_info;
while (count)
{
cf_info = &context->cf_info[--count];
if (cf_info->type == VKD3D_SHADER_BLOCK_LOOP
|| cf_info->type == VKD3D_SHADER_BLOCK_SWITCH)
return cf_info;
}
return NULL;
}
static struct vkd3d_shader_cf_info *vkd3d_shader_scan_find_innermost_loop_cf_info(
struct vkd3d_shader_scan_context *context)
{
size_t count = context->cf_info_count;
struct vkd3d_shader_cf_info *cf_info;
while (count)
{
cf_info = &context->cf_info[--count];
if (cf_info->type == VKD3D_SHADER_BLOCK_LOOP)
return cf_info;
}
return NULL;
}
static void vkd3d_shader_scan_add_uav_flag(const struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_register *reg, uint32_t flag)
{
unsigned int range_id = reg->idx[0].offset;
unsigned int i;
if (!context->scan_descriptor_info)
return;
for (i = 0; i < context->scan_descriptor_info->descriptor_count; ++i)
{
if (context->scan_descriptor_info->descriptors[i].type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV
&& context->scan_descriptor_info->descriptors[i].register_id == range_id)
{
context->scan_descriptor_info->descriptors[i].flags |= flag;
break;
}
}
}
static bool vkd3d_shader_instruction_is_uav_read(const struct vkd3d_shader_instruction *instruction)
{
enum vkd3d_shader_opcode handler_idx = instruction->handler_idx;
return (VKD3DSIH_ATOMIC_AND <= handler_idx && handler_idx <= VKD3DSIH_ATOMIC_XOR)
|| (VKD3DSIH_IMM_ATOMIC_ALLOC <= handler_idx && handler_idx <= VKD3DSIH_IMM_ATOMIC_XOR)
|| handler_idx == VKD3DSIH_LD_UAV_TYPED
|| (handler_idx == VKD3DSIH_LD_RAW && instruction->src[1].reg.type == VKD3DSPR_UAV)
|| (handler_idx == VKD3DSIH_LD_STRUCTURED && instruction->src[2].reg.type == VKD3DSPR_UAV);
}
static void vkd3d_shader_scan_record_uav_read(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_register *reg)
{
vkd3d_shader_scan_add_uav_flag(context, reg, VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ);
}
static bool vkd3d_shader_instruction_is_uav_counter(const struct vkd3d_shader_instruction *instruction)
{
enum vkd3d_shader_opcode handler_idx = instruction->handler_idx;
return handler_idx == VKD3DSIH_IMM_ATOMIC_ALLOC
|| handler_idx == VKD3DSIH_IMM_ATOMIC_CONSUME;
}
static void vkd3d_shader_scan_record_uav_counter(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_register *reg)
{
vkd3d_shader_scan_add_uav_flag(context, reg, VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_COUNTER);
}
static bool vkd3d_shader_instruction_is_uav_atomic_op(const struct vkd3d_shader_instruction *instruction)
{
enum vkd3d_shader_opcode handler_idx = instruction->handler_idx;
return (VKD3DSIH_ATOMIC_AND <= handler_idx && handler_idx <= VKD3DSIH_ATOMIC_XOR)
|| (VKD3DSIH_IMM_ATOMIC_ALLOC <= handler_idx && handler_idx <= VKD3DSIH_IMM_ATOMIC_XOR);
}
static void vkd3d_shader_scan_record_uav_atomic_op(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_register *reg)
{
vkd3d_shader_scan_add_uav_flag(context, reg, VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_ATOMICS);
}
static struct vkd3d_shader_descriptor_info1 *vkd3d_shader_scan_add_descriptor(struct vkd3d_shader_scan_context *context,
enum vkd3d_shader_descriptor_type type, const struct vkd3d_shader_register *reg,
const struct vkd3d_shader_register_range *range, enum vkd3d_shader_resource_type resource_type,
enum vkd3d_shader_resource_data_type resource_data_type)
{
struct vkd3d_shader_scan_descriptor_info1 *info = context->scan_descriptor_info;
struct vkd3d_shader_descriptor_info1 *d;
if (!vkd3d_array_reserve((void **)&info->descriptors, &context->descriptors_size,
info->descriptor_count + 1, sizeof(*info->descriptors)))
{
ERR("Failed to allocate descriptor info.\n");
return NULL;
}
d = &info->descriptors[info->descriptor_count];
memset(d, 0, sizeof(*d));
d->type = type;
d->register_id = reg->idx[0].offset;
d->register_space = range->space;
d->register_index = range->first;
d->resource_type = resource_type;
d->resource_data_type = resource_data_type;
d->count = (range->last == ~0u) ? ~0u : range->last - range->first + 1;
++info->descriptor_count;
return d;
}
static void vkd3d_shader_scan_constant_buffer_declaration(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_instruction *instruction)
{
const struct vkd3d_shader_constant_buffer *cb = &instruction->declaration.cb;
struct vkd3d_shader_descriptor_info1 *d;
if (!context->scan_descriptor_info)
return;
if (!(d = vkd3d_shader_scan_add_descriptor(context, VKD3D_SHADER_DESCRIPTOR_TYPE_CBV,
&cb->src.reg, &cb->range, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT)))
return;
d->buffer_size = cb->size * 16;
}
static void vkd3d_shader_scan_sampler_declaration(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_instruction *instruction)
{
const struct vkd3d_shader_sampler *sampler = &instruction->declaration.sampler;
struct vkd3d_shader_descriptor_info1 *d;
if (!context->scan_descriptor_info)
return;
if (!(d = vkd3d_shader_scan_add_descriptor(context, VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER,
&sampler->src.reg, &sampler->range, VKD3D_SHADER_RESOURCE_NONE, VKD3D_SHADER_RESOURCE_DATA_UINT)))
return;
if (instruction->flags & VKD3DSI_SAMPLER_COMPARISON_MODE)
d->flags |= VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE;
}
static void vkd3d_shader_scan_combined_sampler_declaration(
struct vkd3d_shader_scan_context *context, const struct vkd3d_shader_semantic *semantic)
{
vkd3d_shader_scan_add_descriptor(context, VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, &semantic->resource.reg.reg,
&semantic->resource.range, VKD3D_SHADER_RESOURCE_NONE, VKD3D_SHADER_RESOURCE_DATA_UINT);
vkd3d_shader_scan_add_descriptor(context, VKD3D_SHADER_DESCRIPTOR_TYPE_SRV, &semantic->resource.reg.reg,
&semantic->resource.range, semantic->resource_type, VKD3D_SHADER_RESOURCE_DATA_FLOAT);
}
static void vkd3d_shader_scan_resource_declaration(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_resource *resource, enum vkd3d_shader_resource_type resource_type,
enum vkd3d_shader_resource_data_type resource_data_type,
unsigned int sample_count, unsigned int structure_stride, bool raw)
{
struct vkd3d_shader_descriptor_info1 *d;
enum vkd3d_shader_descriptor_type type;
if (!context->scan_descriptor_info)
return;
if (resource->reg.reg.type == VKD3DSPR_UAV)
type = VKD3D_SHADER_DESCRIPTOR_TYPE_UAV;
else
type = VKD3D_SHADER_DESCRIPTOR_TYPE_SRV;
if (!(d = vkd3d_shader_scan_add_descriptor(context, type, &resource->reg.reg,
&resource->range, resource_type, resource_data_type)))
return;
d->sample_count = sample_count;
d->structure_stride = structure_stride;
if (raw)
d->flags |= VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_RAW_BUFFER;
}
static void vkd3d_shader_scan_typed_resource_declaration(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_instruction *instruction)
{
const struct vkd3d_shader_semantic *semantic = &instruction->declaration.semantic;
enum vkd3d_shader_resource_data_type resource_data_type;
if (semantic->resource_data_type[0] != semantic->resource_data_type[1] ||
semantic->resource_data_type[0] != semantic->resource_data_type[2] ||
semantic->resource_data_type[0] != semantic->resource_data_type[3])
FIXME("Resource data types are different (%d, %d, %d, %d).\n",
semantic->resource_data_type[0],
semantic->resource_data_type[1],
semantic->resource_data_type[2],
semantic->resource_data_type[3]);
switch (semantic->resource_data_type[0])
{
case VKD3D_DATA_UNORM:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_UNORM;
break;
case VKD3D_DATA_SNORM:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_SNORM;
break;
case VKD3D_DATA_INT:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_INT;
break;
case VKD3D_DATA_UINT:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_UINT;
break;
case VKD3D_DATA_FLOAT:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_FLOAT;
break;
case VKD3D_DATA_MIXED:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_MIXED;
break;
case VKD3D_DATA_DOUBLE:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_DOUBLE;
break;
case VKD3D_DATA_CONTINUED:
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_CONTINUED;
break;
default:
ERR("Invalid resource data type %#x.\n", semantic->resource_data_type[0]);
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_FLOAT;
break;
}
if (context->api_version < VKD3D_SHADER_API_VERSION_1_3
&& resource_data_type >= VKD3D_SHADER_RESOURCE_DATA_MIXED)
{
ERR("Invalid resource data type %#x for API version %#x.\n",
semantic->resource_data_type[0], context->api_version);
resource_data_type = VKD3D_SHADER_RESOURCE_DATA_FLOAT;
}
vkd3d_shader_scan_resource_declaration(context, &semantic->resource,
semantic->resource_type, resource_data_type, semantic->sample_count, 0, false);
}
static void vkd3d_shader_scan_error(struct vkd3d_shader_scan_context *context,
enum vkd3d_shader_error error, const char *format, ...)
{
va_list args;
va_start(args, format);
vkd3d_shader_verror(context->message_context, &context->location, error, format, args);
va_end(args);
}
static int vkd3d_shader_scan_instruction(struct vkd3d_shader_scan_context *context,
const struct vkd3d_shader_instruction *instruction)
{
struct vkd3d_shader_cf_info *cf_info;
unsigned int i;
switch (instruction->handler_idx)
{
case VKD3DSIH_DCL_CONSTANT_BUFFER:
vkd3d_shader_scan_constant_buffer_declaration(context, instruction);
break;
case VKD3DSIH_DCL_SAMPLER:
vkd3d_shader_scan_sampler_declaration(context, instruction);
break;
case VKD3DSIH_DCL:
if (instruction->declaration.semantic.resource.reg.reg.type == VKD3DSPR_COMBINED_SAMPLER)
{
vkd3d_shader_scan_combined_sampler_declaration(context, &instruction->declaration.semantic);
break;
}
/* fall through */
case VKD3DSIH_DCL_UAV_TYPED:
vkd3d_shader_scan_typed_resource_declaration(context, instruction);
break;
case VKD3DSIH_DCL_RESOURCE_RAW:
case VKD3DSIH_DCL_UAV_RAW:
vkd3d_shader_scan_resource_declaration(context, &instruction->declaration.raw_resource.resource,
VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0, 0, true);
break;
case VKD3DSIH_DCL_RESOURCE_STRUCTURED:
case VKD3DSIH_DCL_UAV_STRUCTURED:
vkd3d_shader_scan_resource_declaration(context, &instruction->declaration.structured_resource.resource,
VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0,
instruction->declaration.structured_resource.byte_stride, false);
break;
case VKD3DSIH_IF:
cf_info = vkd3d_shader_scan_push_cf_info(context);
cf_info->type = VKD3D_SHADER_BLOCK_IF;
cf_info->inside_block = true;
break;
case VKD3DSIH_ELSE:
if (!(cf_info = vkd3d_shader_scan_get_current_cf_info(context)) || cf_info->type != VKD3D_SHADER_BLOCK_IF)
{
vkd3d_shader_scan_error(context, VKD3D_SHADER_ERROR_TPF_MISMATCHED_CF,
"Encountered else instruction without corresponding if block.");
return VKD3D_ERROR_INVALID_SHADER;
}
cf_info->inside_block = true;
break;
case VKD3DSIH_ENDIF:
if (!(cf_info = vkd3d_shader_scan_get_current_cf_info(context)) || cf_info->type != VKD3D_SHADER_BLOCK_IF)
{
vkd3d_shader_scan_error(context, VKD3D_SHADER_ERROR_TPF_MISMATCHED_CF,
"Encountered endif instruction without corresponding if block.");
return VKD3D_ERROR_INVALID_SHADER;
}
vkd3d_shader_scan_pop_cf_info(context);
break;
case VKD3DSIH_LOOP:
cf_info = vkd3d_shader_scan_push_cf_info(context);
cf_info->type = VKD3D_SHADER_BLOCK_LOOP;
cf_info->inside_block = true;
break;
case VKD3DSIH_ENDLOOP:
if (!(cf_info = vkd3d_shader_scan_get_current_cf_info(context)) || cf_info->type != VKD3D_SHADER_BLOCK_LOOP)
{
vkd3d_shader_scan_error(context, VKD3D_SHADER_ERROR_TPF_MISMATCHED_CF,
"Encountered endloop instruction without corresponding loop block.");
return VKD3D_ERROR_INVALID_SHADER;
}
vkd3d_shader_scan_pop_cf_info(context);
break;
case VKD3DSIH_SWITCH:
cf_info = vkd3d_shader_scan_push_cf_info(context);
cf_info->type = VKD3D_SHADER_BLOCK_SWITCH;
break;
case VKD3DSIH_ENDSWITCH:
if (!(cf_info = vkd3d_shader_scan_get_current_cf_info(context))
|| cf_info->type != VKD3D_SHADER_BLOCK_SWITCH || cf_info->inside_block)
{
vkd3d_shader_scan_error(context, VKD3D_SHADER_ERROR_TPF_MISMATCHED_CF,
"Encountered endswitch instruction without corresponding switch block.");
return VKD3D_ERROR_INVALID_SHADER;
}
vkd3d_shader_scan_pop_cf_info(context);
break;
case VKD3DSIH_CASE:
if (!(cf_info = vkd3d_shader_scan_get_current_cf_info(context))
|| cf_info->type != VKD3D_SHADER_BLOCK_SWITCH)
{
vkd3d_shader_scan_error(context, VKD3D_SHADER_ERROR_TPF_MISMATCHED_CF,
"Encountered case instruction outside switch block.");
return VKD3D_ERROR_INVALID_SHADER;
}
cf_info->inside_block = true;
break;
case VKD3DSIH_DEFAULT:
if (!(cf_info = vkd3d_shader_scan_get_current_cf_info(context))
|| cf_info->type != VKD3D_SHADER_BLOCK_SWITCH)
{
vkd3d_shader_scan_error(context, VKD3D_SHADER_ERROR_TPF_MISMATCHED_CF,
"Encountered default instruction outside switch block.");
return VKD3D_ERROR_INVALID_SHADER;
}
if (cf_info->has_default)
{
vkd3d_shader_scan_error(context, VKD3D_SHADER_ERROR_TPF_MISMATCHED_CF,
"Encountered duplicate default instruction inside the current switch block.");
return VKD3D_ERROR_INVALID_SHADER;
}
cf_info->inside_block = true;
cf_info->has_default = true;
break;
case VKD3DSIH_BREAK:
if (!(cf_info = vkd3d_shader_scan_find_innermost_breakable_cf_info(context)))
{
vkd3d_shader_scan_error(context, VKD3D_SHADER_ERROR_TPF_MISMATCHED_CF,
"Encountered break instruction outside breakable block.");
return VKD3D_ERROR_INVALID_SHADER;
}
cf_info->inside_block = false;
break;
case VKD3DSIH_BREAKP:
if (!(cf_info = vkd3d_shader_scan_find_innermost_loop_cf_info(context)))
{
vkd3d_shader_scan_error(context, VKD3D_SHADER_ERROR_TPF_MISMATCHED_CF,
"Encountered breakp instruction outside loop.");
return VKD3D_ERROR_INVALID_SHADER;
}
break;
case VKD3DSIH_CONTINUE:
if (!(cf_info = vkd3d_shader_scan_find_innermost_loop_cf_info(context)))
{
vkd3d_shader_scan_error(context, VKD3D_SHADER_ERROR_TPF_MISMATCHED_CF,
"Encountered continue instruction outside loop.");
return VKD3D_ERROR_INVALID_SHADER;
}
cf_info->inside_block = false;
break;
case VKD3DSIH_CONTINUEP:
if (!(cf_info = vkd3d_shader_scan_find_innermost_loop_cf_info(context)))
{
vkd3d_shader_scan_error(context, VKD3D_SHADER_ERROR_TPF_MISMATCHED_CF,
"Encountered continue instruction outside loop.");
return VKD3D_ERROR_INVALID_SHADER;
}
break;
case VKD3DSIH_RET:
if (context->cf_info_count)
context->cf_info[context->cf_info_count - 1].inside_block = false;
break;
default:
break;
}
if (vkd3d_shader_instruction_is_uav_read(instruction))
{
for (i = 0; i < instruction->dst_count; ++i)
{
if (instruction->dst[i].reg.type == VKD3DSPR_UAV)
vkd3d_shader_scan_record_uav_read(context, &instruction->dst[i].reg);
}
for (i = 0; i < instruction->src_count; ++i)
{
if (instruction->src[i].reg.type == VKD3DSPR_UAV)
vkd3d_shader_scan_record_uav_read(context, &instruction->src[i].reg);
}
}
if (vkd3d_shader_instruction_is_uav_counter(instruction))
vkd3d_shader_scan_record_uav_counter(context, &instruction->src[0].reg);
if (vkd3d_shader_instruction_is_uav_atomic_op(instruction))
{
for (i = 0; i < instruction->dst_count; ++i)
{
if (instruction->dst[i].reg.type == VKD3DSPR_UAV)
vkd3d_shader_scan_record_uav_atomic_op(context, &instruction->dst[i].reg);
}
}
++context->location.line;
return VKD3D_OK;
}
static enum vkd3d_result convert_descriptor_info(struct vkd3d_shader_scan_descriptor_info *info,
const struct vkd3d_shader_scan_descriptor_info1 *info1)
{
unsigned int i;
if (!(info->descriptors = vkd3d_calloc(info1->descriptor_count, sizeof(*info->descriptors))))
return VKD3D_ERROR_OUT_OF_MEMORY;
for (i = 0; i < info1->descriptor_count; ++i)
{
const struct vkd3d_shader_descriptor_info1 *src = &info1->descriptors[i];
struct vkd3d_shader_descriptor_info *dst = &info->descriptors[i];
dst->type = src->type;
dst->register_space = src->register_space;
dst->register_index = src->register_index;
dst->resource_type = src->resource_type;
dst->resource_data_type = src->resource_data_type;
dst->flags = src->flags;
dst->count = src->count;
}
info->descriptor_count = info1->descriptor_count;
return VKD3D_OK;
}
static void vkd3d_shader_free_scan_descriptor_info1(struct vkd3d_shader_scan_descriptor_info1 *scan_descriptor_info)
{
TRACE("scan_descriptor_info %p.\n", scan_descriptor_info);
vkd3d_free(scan_descriptor_info->descriptors);
}
static int scan_with_parser(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_message_context *message_context,
struct vkd3d_shader_scan_descriptor_info1 *descriptor_info1, struct vkd3d_shader_parser *parser)
{
struct vkd3d_shader_scan_descriptor_info1 local_descriptor_info1 = {0};
struct vkd3d_shader_scan_descriptor_info *descriptor_info;
struct vkd3d_shader_scan_signature_info *signature_info;
struct vkd3d_shader_instruction *instruction;
struct vkd3d_shader_scan_context context;
int ret = VKD3D_OK;
unsigned int i;
descriptor_info = vkd3d_find_struct(compile_info->next, SCAN_DESCRIPTOR_INFO);
if (descriptor_info1)
{
descriptor_info1->descriptors = NULL;
descriptor_info1->descriptor_count = 0;
}
else if (descriptor_info)
{
descriptor_info1 = &local_descriptor_info1;
}
signature_info = vkd3d_find_struct(compile_info->next, SCAN_SIGNATURE_INFO);
vkd3d_shader_scan_context_init(&context, compile_info, descriptor_info1, message_context);
if (TRACE_ON())
{
vkd3d_shader_trace(&parser->instructions, &parser->shader_version);
}
for (i = 0; i < parser->instructions.count; ++i)
{
instruction = &parser->instructions.elements[i];
if ((ret = vkd3d_shader_scan_instruction(&context, instruction)) < 0)
break;
}
for (i = 0; i < ARRAY_SIZE(parser->shader_desc.flat_constant_count); ++i)
{
unsigned int size = parser->shader_desc.flat_constant_count[i].external;
struct vkd3d_shader_register_range range = {.space = 0, .first = i, .last = i};
struct vkd3d_shader_register reg = {.idx[0].offset = i, .idx_count = 1};
struct vkd3d_shader_descriptor_info1 *d;
if (parser->shader_desc.flat_constant_count[i].external)
{
if ((d = vkd3d_shader_scan_add_descriptor(&context, VKD3D_SHADER_DESCRIPTOR_TYPE_CBV, &reg,
&range, VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT)))
d->buffer_size = size * 16;
}
}
if (!ret && signature_info)
{
if (!vkd3d_shader_signature_from_shader_signature(&signature_info->input, &parser->shader_desc.input_signature)
|| !vkd3d_shader_signature_from_shader_signature(&signature_info->output,
&parser->shader_desc.output_signature)
|| !vkd3d_shader_signature_from_shader_signature(&signature_info->patch_constant,
&parser->shader_desc.patch_constant_signature))
{
ret = VKD3D_ERROR_OUT_OF_MEMORY;
}
}
if (!ret && descriptor_info)
ret = convert_descriptor_info(descriptor_info, descriptor_info1);
if (ret < 0)
{
if (descriptor_info)
vkd3d_shader_free_scan_descriptor_info(descriptor_info);
if (descriptor_info1)
vkd3d_shader_free_scan_descriptor_info1(descriptor_info1);
if (signature_info)
vkd3d_shader_free_scan_signature_info(signature_info);
}
else
{
vkd3d_shader_free_scan_descriptor_info1(&local_descriptor_info1);
}
vkd3d_shader_scan_context_cleanup(&context);
return ret;
}
static int scan_dxbc(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_shader_parser *parser;
int ret;
if ((ret = vkd3d_shader_sm4_parser_create(compile_info, message_context, &parser)) < 0)
{
WARN("Failed to initialise shader parser.\n");
return ret;
}
ret = scan_with_parser(compile_info, message_context, NULL, parser);
vkd3d_shader_parser_destroy(parser);
return ret;
}
static int scan_d3dbc(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_shader_parser *parser;
int ret;
if ((ret = vkd3d_shader_sm1_parser_create(compile_info, message_context, &parser)) < 0)
{
WARN("Failed to initialise shader parser.\n");
return ret;
}
ret = scan_with_parser(compile_info, message_context, NULL, parser);
vkd3d_shader_parser_destroy(parser);
return ret;
}
static int scan_dxil(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_shader_parser *parser;
int ret;
if ((ret = vkd3d_shader_sm6_parser_create(compile_info, message_context, &parser)) < 0)
{
WARN("Failed to initialise shader parser.\n");
return ret;
}
ret = scan_with_parser(compile_info, message_context, NULL, parser);
vkd3d_shader_parser_destroy(parser);
return ret;
}
int vkd3d_shader_scan(const struct vkd3d_shader_compile_info *compile_info, char **messages)
{
struct vkd3d_shader_message_context message_context;
int ret;
TRACE("compile_info %p, messages %p.\n", compile_info, messages);
if (messages)
*messages = NULL;
if ((ret = vkd3d_shader_validate_compile_info(compile_info, false)) < 0)
return ret;
init_scan_signature_info(compile_info);
vkd3d_shader_message_context_init(&message_context, compile_info->log_level);
switch (compile_info->source_type)
{
case VKD3D_SHADER_SOURCE_DXBC_TPF:
ret = scan_dxbc(compile_info, &message_context);
break;
case VKD3D_SHADER_SOURCE_HLSL:
FIXME("HLSL support not implemented.\n");
ret = VKD3D_ERROR_NOT_IMPLEMENTED;
break;
case VKD3D_SHADER_SOURCE_D3D_BYTECODE:
ret = scan_d3dbc(compile_info, &message_context);
break;
case VKD3D_SHADER_SOURCE_DXBC_DXIL:
ret = scan_dxil(compile_info, &message_context);
break;
default:
ERR("Unsupported source type %#x.\n", compile_info->source_type);
ret = VKD3D_ERROR_INVALID_ARGUMENT;
break;
}
vkd3d_shader_message_context_trace_messages(&message_context);
if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
ret = VKD3D_ERROR_OUT_OF_MEMORY;
vkd3d_shader_message_context_cleanup(&message_context);
return ret;
}
static int vkd3d_shader_parser_compile(struct vkd3d_shader_parser *parser,
const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_shader_scan_descriptor_info1 scan_descriptor_info;
struct vkd3d_glsl_generator *glsl_generator;
struct vkd3d_shader_compile_info scan_info;
int ret;
vkd3d_shader_dump_shader(compile_info->source_type, parser->shader_version.type, &compile_info->source);
scan_info = *compile_info;
if ((ret = scan_with_parser(&scan_info, message_context, &scan_descriptor_info, parser)) < 0)
return ret;
switch (compile_info->target_type)
{
case VKD3D_SHADER_TARGET_D3D_ASM:
ret = vkd3d_dxbc_binary_to_text(&parser->instructions, &parser->shader_version, compile_info, out);
break;
case VKD3D_SHADER_TARGET_GLSL:
if (!(glsl_generator = vkd3d_glsl_generator_create(&parser->shader_version,
message_context, &parser->location)))
{
ERR("Failed to create GLSL generator.\n");
vkd3d_shader_free_scan_descriptor_info1(&scan_descriptor_info);
return VKD3D_ERROR;
}
ret = vkd3d_glsl_generator_generate(glsl_generator, parser, out);
vkd3d_glsl_generator_destroy(glsl_generator);
break;
case VKD3D_SHADER_TARGET_SPIRV_BINARY:
case VKD3D_SHADER_TARGET_SPIRV_TEXT:
ret = spirv_compile(parser, &scan_descriptor_info, compile_info, out, message_context);
break;
default:
/* Validation should prevent us from reaching this. */
assert(0);
}
vkd3d_shader_free_scan_descriptor_info1(&scan_descriptor_info);
return ret;
}
static int compile_dxbc_tpf(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_shader_parser *parser;
int ret;
if ((ret = vkd3d_shader_sm4_parser_create(compile_info, message_context, &parser)) < 0)
{
WARN("Failed to initialise shader parser.\n");
return ret;
}
ret = vkd3d_shader_parser_compile(parser, compile_info, out, message_context);
vkd3d_shader_parser_destroy(parser);
return ret;
}
static int compile_hlsl(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_shader_code preprocessed;
int ret;
if ((ret = preproc_lexer_parse(compile_info, &preprocessed, message_context)))
return ret;
ret = hlsl_compile_shader(&preprocessed, compile_info, out, message_context);
vkd3d_shader_free_shader_code(&preprocessed);
return ret;
}
static int compile_d3d_bytecode(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_shader_parser *parser;
int ret;
if ((ret = vkd3d_shader_sm1_parser_create(compile_info, message_context, &parser)) < 0)
{
WARN("Failed to initialise shader parser.\n");
return ret;
}
vkd3d_shader_dump_shader(compile_info->source_type, parser->shader_version.type, &compile_info->source);
if (compile_info->target_type == VKD3D_SHADER_TARGET_D3D_ASM)
{
ret = vkd3d_dxbc_binary_to_text(&parser->instructions, &parser->shader_version, compile_info, out);
vkd3d_shader_parser_destroy(parser);
return ret;
}
return VKD3D_ERROR;
}
static int compile_dxbc_dxil(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_shader_parser *parser;
int ret;
if ((ret = vkd3d_shader_sm6_parser_create(compile_info, message_context, &parser)) < 0)
{
WARN("Failed to initialise shader parser.\n");
return ret;
}
ret = vkd3d_shader_parser_compile(parser, compile_info, out, message_context);
vkd3d_shader_parser_destroy(parser);
return ret;
}
int vkd3d_shader_compile(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, char **messages)
{
struct vkd3d_shader_message_context message_context;
int ret;
TRACE("compile_info %p, out %p, messages %p.\n", compile_info, out, messages);
if (messages)
*messages = NULL;
if ((ret = vkd3d_shader_validate_compile_info(compile_info, true)) < 0)
return ret;
init_scan_signature_info(compile_info);
vkd3d_shader_message_context_init(&message_context, compile_info->log_level);
switch (compile_info->source_type)
{
case VKD3D_SHADER_SOURCE_DXBC_TPF:
ret = compile_dxbc_tpf(compile_info, out, &message_context);
break;
case VKD3D_SHADER_SOURCE_HLSL:
ret = compile_hlsl(compile_info, out, &message_context);
break;
case VKD3D_SHADER_SOURCE_D3D_BYTECODE:
ret = compile_d3d_bytecode(compile_info, out, &message_context);
break;
case VKD3D_SHADER_SOURCE_DXBC_DXIL:
ret = compile_dxbc_dxil(compile_info, out, &message_context);
break;
default:
vkd3d_unreachable();
}
vkd3d_shader_message_context_trace_messages(&message_context);
if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
ret = VKD3D_ERROR_OUT_OF_MEMORY;
vkd3d_shader_message_context_cleanup(&message_context);
return ret;
}
void vkd3d_shader_free_scan_descriptor_info(struct vkd3d_shader_scan_descriptor_info *scan_descriptor_info)
{
TRACE("scan_descriptor_info %p.\n", scan_descriptor_info);
vkd3d_free(scan_descriptor_info->descriptors);
}
void vkd3d_shader_free_scan_signature_info(struct vkd3d_shader_scan_signature_info *info)
{
TRACE("info %p.\n", info);
vkd3d_shader_free_shader_signature(&info->input);
vkd3d_shader_free_shader_signature(&info->output);
vkd3d_shader_free_shader_signature(&info->patch_constant);
}
void vkd3d_shader_free_shader_code(struct vkd3d_shader_code *shader_code)
{
TRACE("shader_code %p.\n", shader_code);
vkd3d_free((void *)shader_code->code);
}
static void vkd3d_shader_free_root_signature_v_1_0(struct vkd3d_shader_root_signature_desc *root_signature)
{
unsigned int i;
for (i = 0; i < root_signature->parameter_count; ++i)
{
const struct vkd3d_shader_root_parameter *parameter = &root_signature->parameters[i];
if (parameter->parameter_type == VKD3D_SHADER_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE)
vkd3d_free((void *)parameter->u.descriptor_table.descriptor_ranges);
}
vkd3d_free((void *)root_signature->parameters);
vkd3d_free((void *)root_signature->static_samplers);
memset(root_signature, 0, sizeof(*root_signature));
}
static void vkd3d_shader_free_root_signature_v_1_1(struct vkd3d_shader_root_signature_desc1 *root_signature)
{
unsigned int i;
for (i = 0; i < root_signature->parameter_count; ++i)
{
const struct vkd3d_shader_root_parameter1 *parameter = &root_signature->parameters[i];
if (parameter->parameter_type == VKD3D_SHADER_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE)
vkd3d_free((void *)parameter->u.descriptor_table.descriptor_ranges);
}
vkd3d_free((void *)root_signature->parameters);
vkd3d_free((void *)root_signature->static_samplers);
memset(root_signature, 0, sizeof(*root_signature));
}
void vkd3d_shader_free_root_signature(struct vkd3d_shader_versioned_root_signature_desc *desc)
{
TRACE("desc %p.\n", desc);
if (desc->version == VKD3D_SHADER_ROOT_SIGNATURE_VERSION_1_0)
{
vkd3d_shader_free_root_signature_v_1_0(&desc->u.v_1_0);
}
else if (desc->version == VKD3D_SHADER_ROOT_SIGNATURE_VERSION_1_1)
{
vkd3d_shader_free_root_signature_v_1_1(&desc->u.v_1_1);
}
else if (desc->version)
{
FIXME("Unknown version %#x.\n", desc->version);
return;
}
desc->version = 0;
}
void shader_signature_cleanup(struct shader_signature *signature)
{
vkd3d_free(signature->elements);
signature->elements = NULL;
}
int vkd3d_shader_parse_input_signature(const struct vkd3d_shader_code *dxbc,
struct vkd3d_shader_signature *signature, char **messages)
{
struct vkd3d_shader_message_context message_context;
struct shader_signature shader_signature;
int ret;
TRACE("dxbc {%p, %zu}, signature %p, messages %p.\n", dxbc->code, dxbc->size, signature, messages);
if (messages)
*messages = NULL;
vkd3d_shader_message_context_init(&message_context, VKD3D_SHADER_LOG_INFO);
ret = shader_parse_input_signature(dxbc, &message_context, &shader_signature);
vkd3d_shader_message_context_trace_messages(&message_context);
if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
ret = VKD3D_ERROR_OUT_OF_MEMORY;
vkd3d_shader_message_context_cleanup(&message_context);
if (!vkd3d_shader_signature_from_shader_signature(signature, &shader_signature))
ret = VKD3D_ERROR_OUT_OF_MEMORY;
shader_signature_cleanup(&shader_signature);
return ret;
}
struct vkd3d_shader_signature_element *vkd3d_shader_find_signature_element(
const struct vkd3d_shader_signature *signature, const char *semantic_name,
unsigned int semantic_index, unsigned int stream_index)
{
struct vkd3d_shader_signature_element *e;
unsigned int i;
TRACE("signature %p, semantic_name %s, semantic_index %u, stream_index %u.\n",
signature, debugstr_a(semantic_name), semantic_index, stream_index);
e = signature->elements;
for (i = 0; i < signature->element_count; ++i)
{
if (!ascii_strcasecmp(e[i].semantic_name, semantic_name)
&& e[i].semantic_index == semantic_index
&& e[i].stream_index == stream_index)
return &e[i];
}
return NULL;
}
void vkd3d_shader_free_shader_signature(struct vkd3d_shader_signature *signature)
{
TRACE("signature %p.\n", signature);
vkd3d_free(signature->elements);
signature->elements = NULL;
}
const char *vkd3d_shader_get_version(unsigned int *major, unsigned int *minor)
{
int x, y;
TRACE("major %p, minor %p.\n", major, minor);
if (major || minor)
{
vkd3d_parse_version(PACKAGE_VERSION, &x, &y);
if (major)
*major = x;
if (minor)
*minor = y;
}
return "vkd3d-shader " PACKAGE_VERSION VKD3D_VCS_ID;
}
const enum vkd3d_shader_source_type *vkd3d_shader_get_supported_source_types(unsigned int *count)
{
static const enum vkd3d_shader_source_type types[] =
{
VKD3D_SHADER_SOURCE_DXBC_TPF,
VKD3D_SHADER_SOURCE_HLSL,
VKD3D_SHADER_SOURCE_D3D_BYTECODE,
#ifdef VKD3D_SHADER_UNSUPPORTED_DXIL
VKD3D_SHADER_SOURCE_DXBC_DXIL,
#endif
};
TRACE("count %p.\n", count);
*count = ARRAY_SIZE(types);
return types;
}
const enum vkd3d_shader_target_type *vkd3d_shader_get_supported_target_types(
enum vkd3d_shader_source_type source_type, unsigned int *count)
{
static const enum vkd3d_shader_target_type dxbc_tpf_types[] =
{
VKD3D_SHADER_TARGET_SPIRV_BINARY,
#ifdef HAVE_SPIRV_TOOLS
VKD3D_SHADER_TARGET_SPIRV_TEXT,
#endif
VKD3D_SHADER_TARGET_D3D_ASM,
#if 0
VKD3D_SHADER_TARGET_GLSL,
#endif
};
static const enum vkd3d_shader_target_type hlsl_types[] =
{
VKD3D_SHADER_TARGET_D3D_BYTECODE,
VKD3D_SHADER_TARGET_DXBC_TPF,
};
static const enum vkd3d_shader_target_type d3dbc_types[] =
{
VKD3D_SHADER_TARGET_D3D_ASM,
};
TRACE("source_type %#x, count %p.\n", source_type, count);
switch (source_type)
{
#ifdef VKD3D_SHADER_UNSUPPORTED_DXIL
case VKD3D_SHADER_SOURCE_DXBC_DXIL:
#endif
case VKD3D_SHADER_SOURCE_DXBC_TPF:
*count = ARRAY_SIZE(dxbc_tpf_types);
return dxbc_tpf_types;
case VKD3D_SHADER_SOURCE_HLSL:
*count = ARRAY_SIZE(hlsl_types);
return hlsl_types;
case VKD3D_SHADER_SOURCE_D3D_BYTECODE:
*count = ARRAY_SIZE(d3dbc_types);
return d3dbc_types;
default:
*count = 0;
return NULL;
}
}
int vkd3d_shader_preprocess(const struct vkd3d_shader_compile_info *compile_info,
struct vkd3d_shader_code *out, char **messages)
{
struct vkd3d_shader_message_context message_context;
int ret;
TRACE("compile_info %p, out %p, messages %p.\n", compile_info, out, messages);
if (messages)
*messages = NULL;
if ((ret = vkd3d_shader_validate_compile_info(compile_info, false)) < 0)
return ret;
vkd3d_shader_message_context_init(&message_context, compile_info->log_level);
ret = preproc_lexer_parse(compile_info, out, &message_context);
vkd3d_shader_message_context_trace_messages(&message_context);
if (!vkd3d_shader_message_context_copy_messages(&message_context, messages))
ret = VKD3D_ERROR_OUT_OF_MEMORY;
vkd3d_shader_message_context_cleanup(&message_context);
return ret;
}
void vkd3d_shader_set_log_callback(PFN_vkd3d_log callback)
{
vkd3d_dbg_set_log_callback(callback);
}
static struct vkd3d_shader_param_node *shader_param_allocator_node_create(
struct vkd3d_shader_param_allocator *allocator)
{
struct vkd3d_shader_param_node *node;
if (!(node = vkd3d_malloc(offsetof(struct vkd3d_shader_param_node, param[allocator->count * allocator->stride]))))
return NULL;
node->next = NULL;
return node;
}
static void shader_param_allocator_init(struct vkd3d_shader_param_allocator *allocator,
unsigned int count, unsigned int stride)
{
allocator->count = max(count, MAX_REG_OUTPUT);
allocator->stride = stride;
allocator->head = NULL;
allocator->current = NULL;
allocator->index = allocator->count;
}
static void shader_param_allocator_destroy(struct vkd3d_shader_param_allocator *allocator)
{
struct vkd3d_shader_param_node *current = allocator->head;
while (current)
{
struct vkd3d_shader_param_node *next = current->next;
vkd3d_free(current);
current = next;
}
}
void *shader_param_allocator_get(struct vkd3d_shader_param_allocator *allocator, unsigned int count)
{
void *params;
if (count > allocator->count - allocator->index)
{
struct vkd3d_shader_param_node *next = shader_param_allocator_node_create(allocator);
if (!next)
return NULL;
if (allocator->current)
allocator->current->next = next;
else
allocator->head = next;
allocator->current = next;
allocator->index = 0;
}
params = &allocator->current->param[allocator->index * allocator->stride];
allocator->index += count;
return params;
}
bool shader_instruction_array_init(struct vkd3d_shader_instruction_array *instructions, unsigned int reserve)
{
memset(instructions, 0, sizeof(*instructions));
/* Size the parameter initial allocations so they are large enough for most shaders. The
* code path for chained allocations will be tested if a few shaders need to use it. */
shader_param_allocator_init(&instructions->dst_params, reserve - reserve / 8u,
sizeof(*instructions->elements->dst));
shader_param_allocator_init(&instructions->src_params, reserve * 2u, sizeof(*instructions->elements->src));
return shader_instruction_array_reserve(instructions, reserve);
}
bool shader_instruction_array_reserve(struct vkd3d_shader_instruction_array *instructions, unsigned int reserve)
{
if (!vkd3d_array_reserve((void **)&instructions->elements, &instructions->capacity, reserve,
sizeof(*instructions->elements)))
{
ERR("Failed to allocate instructions.\n");
return false;
}
return true;
}
unsigned int shader_instruction_array_add_icb(struct vkd3d_shader_instruction_array *instructions,
struct vkd3d_shader_immediate_constant_buffer *icb)
{
if (!vkd3d_array_reserve((void **)&instructions->icbs, &instructions->icb_capacity, instructions->icb_count + 1,
sizeof(*instructions->icbs)))
return UINT_MAX;
instructions->icbs[instructions->icb_count] = icb;
return instructions->icb_count++;
}
static struct vkd3d_shader_src_param *shader_instruction_array_clone_src_params(
struct vkd3d_shader_instruction_array *instructions, const struct vkd3d_shader_src_param *params,
unsigned int count);
static bool shader_register_clone_relative_addresses(struct vkd3d_shader_register *reg,
struct vkd3d_shader_instruction_array *instructions)
{
unsigned int i;
for (i = 0; i < reg->idx_count; ++i)
{
if (!reg->idx[i].rel_addr)
continue;
if (!(reg->idx[i].rel_addr = shader_instruction_array_clone_src_params(instructions, reg->idx[i].rel_addr, 1)))
return false;
}
return true;
}
static struct vkd3d_shader_dst_param *shader_instruction_array_clone_dst_params(
struct vkd3d_shader_instruction_array *instructions, const struct vkd3d_shader_dst_param *params,
unsigned int count)
{
struct vkd3d_shader_dst_param *dst_params;
unsigned int i;
if (!(dst_params = shader_dst_param_allocator_get(&instructions->dst_params, count)))
return NULL;
memcpy(dst_params, params, count * sizeof(*params));
for (i = 0; i < count; ++i)
{
if (!shader_register_clone_relative_addresses(&dst_params[i].reg, instructions))
return NULL;
}
return dst_params;
}
static struct vkd3d_shader_src_param *shader_instruction_array_clone_src_params(
struct vkd3d_shader_instruction_array *instructions, const struct vkd3d_shader_src_param *params,
unsigned int count)
{
struct vkd3d_shader_src_param *src_params;
unsigned int i;
if (!(src_params = shader_src_param_allocator_get(&instructions->src_params, count)))
return NULL;
memcpy(src_params, params, count * sizeof(*params));
for (i = 0; i < count; ++i)
{
if (!shader_register_clone_relative_addresses(&src_params[i].reg, instructions))
return NULL;
}
return src_params;
}
/* NOTE: Immediate constant buffers are not cloned, so the source must not be destroyed while the
* destination is in use. This seems like a reasonable requirement given how this is currently used. */
bool shader_instruction_array_clone_instruction(struct vkd3d_shader_instruction_array *instructions,
unsigned int dst, unsigned int src)
{
struct vkd3d_shader_instruction *ins = &instructions->elements[dst];
*ins = instructions->elements[src];
if (ins->dst_count && ins->dst && !(ins->dst = shader_instruction_array_clone_dst_params(instructions,
ins->dst, ins->dst_count)))
return false;
return !ins->src_count || !!(ins->src = shader_instruction_array_clone_src_params(instructions,
ins->src, ins->src_count));
}
void shader_instruction_array_destroy(struct vkd3d_shader_instruction_array *instructions)
{
unsigned int i;
vkd3d_free(instructions->elements);
shader_param_allocator_destroy(&instructions->dst_params);
shader_param_allocator_destroy(&instructions->src_params);
for (i = 0; i < instructions->icb_count; ++i)
vkd3d_free(instructions->icbs[i]);
vkd3d_free(instructions->icbs);
}
void vkd3d_shader_build_varying_map(const struct vkd3d_shader_signature *output_signature,
const struct vkd3d_shader_signature *input_signature,
unsigned int *ret_count, struct vkd3d_shader_varying_map *varyings)
{
unsigned int count = 0;
unsigned int i;
TRACE("output_signature %p, input_signature %p, ret_count %p, varyings %p.\n",
output_signature, input_signature, ret_count, varyings);
for (i = 0; i < input_signature->element_count; ++i)
{
const struct vkd3d_shader_signature_element *input_element, *output_element;
input_element = &input_signature->elements[i];
if (input_element->sysval_semantic != VKD3D_SHADER_SV_NONE)
continue;
varyings[count].input_register_index = input_element->register_index;
varyings[count].input_mask = input_element->mask;
if ((output_element = vkd3d_shader_find_signature_element(output_signature,
input_element->semantic_name, input_element->semantic_index, 0)))
{
varyings[count].output_signature_index = output_element - output_signature->elements;
}
else
{
varyings[count].output_signature_index = output_signature->element_count;
}
++count;
}
*ret_count = count;
}