mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
2293 lines
87 KiB
C
2293 lines
87 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_resource_type_info
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{
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size_t coord_size;
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bool shadow;
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const char *type_suffix;
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};
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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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const struct vkd3d_shader_scan_combined_resource_sampler_info *combined_sampler_info;
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};
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static void shader_glsl_print_subscript(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen,
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const struct vkd3d_shader_src_param *rel_addr, unsigned int offset);
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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 const struct glsl_resource_type_info *shader_glsl_get_resource_type_info(enum vkd3d_shader_resource_type t)
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{
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static const struct glsl_resource_type_info info[] =
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{
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{0, 0, "None"}, /* VKD3D_SHADER_RESOURCE_NONE */
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{1, 0, "Buffer"}, /* VKD3D_SHADER_RESOURCE_BUFFER */
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{1, 1, "1D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_1D */
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{2, 1, "2D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2D */
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{2, 0, "2DMS"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DMS */
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{3, 0, "3D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_3D */
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{3, 1, "Cube"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_CUBE */
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{2, 1, "1DArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
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{3, 1, "2DArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
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{3, 0, "2DMSArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
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{4, 1, "CubeArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
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};
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if (!t || t >= ARRAY_SIZE(info))
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return NULL;
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return &info[t];
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}
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static const struct vkd3d_shader_descriptor_info1 *shader_glsl_get_descriptor(struct vkd3d_glsl_generator *gen,
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enum vkd3d_shader_descriptor_type type, unsigned int idx, unsigned int space)
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{
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const struct vkd3d_shader_scan_descriptor_info1 *info = gen->descriptor_info;
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for (unsigned int i = 0; i < info->descriptor_count; ++i)
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{
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const struct vkd3d_shader_descriptor_info1 *d = &info->descriptors[i];
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if (d->type == type && d->register_space == space && d->register_index == idx)
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return d;
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}
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return NULL;
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}
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static const struct vkd3d_shader_descriptor_info1 *shader_glsl_get_descriptor_by_id(
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struct vkd3d_glsl_generator *gen, enum vkd3d_shader_descriptor_type type, unsigned int id)
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{
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const struct vkd3d_shader_scan_descriptor_info1 *info = gen->descriptor_info;
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for (unsigned int i = 0; i < info->descriptor_count; ++i)
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{
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const struct vkd3d_shader_descriptor_info1 *d = &info->descriptors[i];
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if (d->type == type && d->register_id == id)
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return d;
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}
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return NULL;
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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_combined_sampler_name(struct vkd3d_string_buffer *buffer,
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struct vkd3d_glsl_generator *gen, unsigned int resource_index,
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unsigned int resource_space, unsigned int sampler_index, unsigned int sampler_space)
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{
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vkd3d_string_buffer_printf(buffer, "%s_t_%u", gen->prefix, resource_index);
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if (resource_space)
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vkd3d_string_buffer_printf(buffer, "_%u", resource_space);
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if (sampler_index != VKD3D_SHADER_DUMMY_SAMPLER_INDEX)
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{
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vkd3d_string_buffer_printf(buffer, "_s_%u", sampler_index);
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if (sampler_space)
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vkd3d_string_buffer_printf(buffer, "_%u", sampler_space);
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}
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}
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static void shader_glsl_print_image_name(struct vkd3d_string_buffer *buffer,
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struct vkd3d_glsl_generator *gen, unsigned int idx, unsigned int space)
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{
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vkd3d_string_buffer_printf(buffer, "%s_image_%u", gen->prefix, idx);
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if (space)
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vkd3d_string_buffer_printf(buffer, "_%u", space);
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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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case VKD3DSPR_THREADID:
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vkd3d_string_buffer_printf(buffer, "gl_GlobalInvocationID");
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break;
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case VKD3DSPR_IDXTEMP:
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vkd3d_string_buffer_printf(buffer, "x%u", reg->idx[0].offset);
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shader_glsl_print_subscript(buffer, gen, reg->idx[1].rel_addr, reg->idx[1].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 shader_glsl_print_src(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen,
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const struct vkd3d_shader_src_param *vsir_src, uint32_t mask, enum vkd3d_data_type data_type)
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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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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 || reg->type == VKD3DSPR_THREADID)
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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 = buffer;
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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, 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(buffer, "-%s", str->buffer);
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break;
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case VKD3DSPSM_ABS:
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vkd3d_string_buffer_printf(buffer, "abs(%s)", str->buffer);
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break;
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default:
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vkd3d_string_buffer_printf(buffer, "<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 != buffer)
|
|
vkd3d_string_buffer_release(&gen->string_buffers, str);
|
|
vkd3d_string_buffer_release(&gen->string_buffers, register_name);
|
|
}
|
|
|
|
static void glsl_src_init(struct glsl_src *glsl_src, struct vkd3d_glsl_generator *gen,
|
|
const struct vkd3d_shader_src_param *vsir_src, uint32_t mask)
|
|
{
|
|
glsl_src->str = vkd3d_string_buffer_get(&gen->string_buffers);
|
|
shader_glsl_print_src(glsl_src->str, gen, vsir_src, mask, vsir_src->reg.data_type);
|
|
}
|
|
|
|
static void glsl_dst_cleanup(struct glsl_dst *dst, struct vkd3d_string_buffer_cache *cache)
|
|
{
|
|
vkd3d_string_buffer_release(cache, dst->mask);
|
|
vkd3d_string_buffer_release(cache, dst->register_name);
|
|
}
|
|
|
|
static uint32_t glsl_dst_init(struct glsl_dst *glsl_dst, struct vkd3d_glsl_generator *gen,
|
|
const struct vkd3d_shader_instruction *ins, const struct vkd3d_shader_dst_param *vsir_dst)
|
|
{
|
|
uint32_t write_mask = vsir_dst->write_mask;
|
|
|
|
if (ins->flags & VKD3DSI_PRECISE_XYZW)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled 'precise' modifier.");
|
|
if (vsir_dst->reg.non_uniform)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled 'non-uniform' modifier.");
|
|
|
|
glsl_dst->vsir = vsir_dst;
|
|
glsl_dst->register_name = vkd3d_string_buffer_get(&gen->string_buffers);
|
|
glsl_dst->mask = vkd3d_string_buffer_get(&gen->string_buffers);
|
|
|
|
shader_glsl_print_register_name(glsl_dst->register_name, gen, &vsir_dst->reg);
|
|
shader_glsl_print_write_mask(glsl_dst->mask, write_mask);
|
|
|
|
return write_mask;
|
|
}
|
|
|
|
static void shader_glsl_print_subscript(struct vkd3d_string_buffer *buffer, struct vkd3d_glsl_generator *gen,
|
|
const struct vkd3d_shader_src_param *rel_addr, unsigned int offset)
|
|
{
|
|
struct glsl_src r;
|
|
|
|
if (!rel_addr)
|
|
{
|
|
vkd3d_string_buffer_printf(buffer, "[%u]", offset);
|
|
return;
|
|
}
|
|
|
|
glsl_src_init(&r, gen, rel_addr, VKD3DSP_WRITEMASK_0);
|
|
vkd3d_string_buffer_printf(buffer, "[%s", r.str->buffer);
|
|
if (offset)
|
|
vkd3d_string_buffer_printf(buffer, " + %u", offset);
|
|
else
|
|
vkd3d_string_buffer_printf(buffer, "]");
|
|
glsl_src_cleanup(&r, &gen->string_buffers);
|
|
}
|
|
|
|
static void VKD3D_PRINTF_FUNC(4, 0) shader_glsl_vprint_assignment(struct vkd3d_glsl_generator *gen,
|
|
struct glsl_dst *dst, enum vkd3d_data_type data_type, const char *format, va_list args)
|
|
{
|
|
struct vkd3d_string_buffer *buffer = gen->buffer;
|
|
uint32_t modifiers = dst->vsir->modifiers;
|
|
bool close = true;
|
|
|
|
if (dst->vsir->shift)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled destination shift %#x.", dst->vsir->shift);
|
|
if (modifiers & ~VKD3DSPDM_SATURATE)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled destination modifier(s) %#x.", modifiers);
|
|
|
|
shader_glsl_print_indent(buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(buffer, "%s%s = ", dst->register_name->buffer, dst->mask->buffer);
|
|
if (modifiers & VKD3DSPDM_SATURATE)
|
|
vkd3d_string_buffer_printf(buffer, "clamp(");
|
|
|
|
switch (data_type)
|
|
{
|
|
default:
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled destination register data type %#x.", data_type);
|
|
/* fall through */
|
|
case VKD3D_DATA_FLOAT:
|
|
close = false;
|
|
break;
|
|
case VKD3D_DATA_INT:
|
|
vkd3d_string_buffer_printf(buffer, "intBitsToFloat(");
|
|
break;
|
|
case VKD3D_DATA_UINT:
|
|
vkd3d_string_buffer_printf(buffer, "uintBitsToFloat(");
|
|
break;
|
|
}
|
|
|
|
vkd3d_string_buffer_vprintf(buffer, format, args);
|
|
|
|
if (close)
|
|
vkd3d_string_buffer_printf(buffer, ")");
|
|
if (modifiers & VKD3DSPDM_SATURATE)
|
|
vkd3d_string_buffer_printf(buffer, ", 0.0, 1.0)");
|
|
vkd3d_string_buffer_printf(buffer, ";\n");
|
|
}
|
|
|
|
static void VKD3D_PRINTF_FUNC(3, 4) shader_glsl_print_assignment(
|
|
struct vkd3d_glsl_generator *gen, struct glsl_dst *dst, const char *format, ...)
|
|
{
|
|
va_list args;
|
|
|
|
va_start(args, format);
|
|
shader_glsl_vprint_assignment(gen, dst, dst->vsir->reg.data_type, format, args);
|
|
va_end(args);
|
|
}
|
|
|
|
static void VKD3D_PRINTF_FUNC(4, 5) shader_glsl_print_assignment_ext(struct vkd3d_glsl_generator *gen,
|
|
struct glsl_dst *dst, enum vkd3d_data_type data_type, const char *format, ...)
|
|
{
|
|
va_list args;
|
|
|
|
va_start(args, format);
|
|
shader_glsl_vprint_assignment(gen, dst, data_type, format, args);
|
|
va_end(args);
|
|
}
|
|
|
|
static void shader_glsl_unhandled(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "/* <unhandled instruction %#x> */\n", ins->opcode);
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled instruction %#x.", ins->opcode);
|
|
}
|
|
|
|
static void shader_glsl_binop(struct vkd3d_glsl_generator *gen,
|
|
const struct vkd3d_shader_instruction *ins, const char *op)
|
|
{
|
|
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_end_block(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_begin_block(struct vkd3d_glsl_generator *gen)
|
|
{
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "{\n");
|
|
++gen->indent;
|
|
}
|
|
|
|
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_begin_block(gen);
|
|
}
|
|
|
|
static void shader_glsl_else(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
shader_glsl_end_block(gen);
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "else\n");
|
|
shader_glsl_begin_block(gen);
|
|
}
|
|
|
|
static void shader_glsl_loop(struct vkd3d_glsl_generator *gen)
|
|
{
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "for (;;)\n");
|
|
shader_glsl_begin_block(gen);
|
|
}
|
|
|
|
static void shader_glsl_break(struct vkd3d_glsl_generator *gen)
|
|
{
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "break;\n");
|
|
}
|
|
|
|
static void shader_glsl_continue(struct vkd3d_glsl_generator *gen)
|
|
{
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "continue;\n");
|
|
}
|
|
|
|
static void shader_glsl_switch(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src src;
|
|
|
|
glsl_src_init(&src, gen, &ins->src[0], VKD3DSP_WRITEMASK_0);
|
|
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "switch (%s)\n", src.str->buffer);
|
|
shader_glsl_begin_block(gen);
|
|
|
|
glsl_src_cleanup(&src, &gen->string_buffers);
|
|
}
|
|
|
|
static void shader_glsl_case(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src src;
|
|
|
|
glsl_src_init(&src, gen, &ins->src[0], VKD3DSP_WRITEMASK_0);
|
|
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "case %s:\n", src.str->buffer);
|
|
|
|
glsl_src_cleanup(&src, &gen->string_buffers);
|
|
}
|
|
|
|
static void shader_glsl_default(struct vkd3d_glsl_generator *gen)
|
|
{
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "default:\n");
|
|
}
|
|
|
|
static void shader_glsl_ld(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
const struct glsl_resource_type_info *resource_type_info;
|
|
unsigned int resource_id, resource_idx, resource_space;
|
|
const struct vkd3d_shader_descriptor_info1 *d;
|
|
enum vkd3d_shader_component_type sampled_type;
|
|
enum vkd3d_shader_resource_type resource_type;
|
|
struct vkd3d_string_buffer *fetch;
|
|
enum vkd3d_data_type data_type;
|
|
struct glsl_src coord, lod;
|
|
struct glsl_dst dst;
|
|
uint32_t coord_mask;
|
|
|
|
if (vkd3d_shader_instruction_has_texel_offset(ins))
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled texel fetch offset.");
|
|
|
|
if (ins->src[1].reg.idx[0].rel_addr || ins->src[1].reg.idx[1].rel_addr)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
|
|
"Descriptor indexing is not supported.");
|
|
|
|
resource_id = ins->src[1].reg.idx[0].offset;
|
|
resource_idx = ins->src[1].reg.idx[1].offset;
|
|
if ((d = shader_glsl_get_descriptor_by_id(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SRV, resource_id)))
|
|
{
|
|
resource_type = d->resource_type;
|
|
resource_space = d->register_space;
|
|
sampled_type = vkd3d_component_type_from_resource_data_type(d->resource_data_type);
|
|
data_type = vkd3d_data_type_from_component_type(sampled_type);
|
|
}
|
|
else
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Undeclared resource descriptor %u.", resource_id);
|
|
resource_space = 0;
|
|
resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
|
|
data_type = VKD3D_DATA_FLOAT;
|
|
}
|
|
|
|
if ((resource_type_info = shader_glsl_get_resource_type_info(resource_type)))
|
|
{
|
|
coord_mask = vkd3d_write_mask_from_component_count(resource_type_info->coord_size);
|
|
}
|
|
else
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled resource type %#x.", resource_type);
|
|
coord_mask = vkd3d_write_mask_from_component_count(2);
|
|
}
|
|
|
|
glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
|
|
glsl_src_init(&coord, gen, &ins->src[0], coord_mask);
|
|
glsl_src_init(&lod, gen, &ins->src[0], VKD3DSP_WRITEMASK_3);
|
|
fetch = vkd3d_string_buffer_get(&gen->string_buffers);
|
|
|
|
vkd3d_string_buffer_printf(fetch, "texelFetch(");
|
|
shader_glsl_print_combined_sampler_name(fetch, gen, resource_idx,
|
|
resource_space, VKD3D_SHADER_DUMMY_SAMPLER_INDEX, 0);
|
|
vkd3d_string_buffer_printf(fetch, ", %s", coord.str->buffer);
|
|
if (resource_type != VKD3D_SHADER_RESOURCE_BUFFER)
|
|
vkd3d_string_buffer_printf(fetch, ", %s", lod.str->buffer);
|
|
vkd3d_string_buffer_printf(fetch, ")");
|
|
shader_glsl_print_swizzle(fetch, ins->src[1].swizzle, ins->dst[0].write_mask);
|
|
|
|
shader_glsl_print_assignment_ext(gen, &dst, data_type, "%s", fetch->buffer);
|
|
|
|
vkd3d_string_buffer_release(&gen->string_buffers, fetch);
|
|
glsl_src_cleanup(&lod, &gen->string_buffers);
|
|
glsl_src_cleanup(&coord, &gen->string_buffers);
|
|
glsl_dst_cleanup(&dst, &gen->string_buffers);
|
|
}
|
|
|
|
static void shader_glsl_sample(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
const struct glsl_resource_type_info *resource_type_info;
|
|
unsigned int resource_id, resource_idx, resource_space;
|
|
unsigned int sampler_id, sampler_idx, sampler_space;
|
|
const struct vkd3d_shader_descriptor_info1 *d;
|
|
enum vkd3d_shader_component_type sampled_type;
|
|
enum vkd3d_shader_resource_type resource_type;
|
|
struct vkd3d_string_buffer *sample;
|
|
enum vkd3d_data_type data_type;
|
|
struct glsl_src coord;
|
|
struct glsl_dst dst;
|
|
uint32_t coord_mask;
|
|
|
|
if (vkd3d_shader_instruction_has_texel_offset(ins))
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled texel sample offset.");
|
|
|
|
if (ins->src[1].reg.idx[0].rel_addr || ins->src[1].reg.idx[1].rel_addr
|
|
|| ins->src[2].reg.idx[0].rel_addr || ins->src[2].reg.idx[1].rel_addr)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
|
|
"Descriptor indexing is not supported.");
|
|
|
|
resource_id = ins->src[1].reg.idx[0].offset;
|
|
resource_idx = ins->src[1].reg.idx[1].offset;
|
|
if ((d = shader_glsl_get_descriptor_by_id(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SRV, resource_id)))
|
|
{
|
|
resource_type = d->resource_type;
|
|
resource_space = d->register_space;
|
|
sampled_type = vkd3d_component_type_from_resource_data_type(d->resource_data_type);
|
|
data_type = vkd3d_data_type_from_component_type(sampled_type);
|
|
}
|
|
else
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Undeclared resource descriptor %u.", resource_id);
|
|
resource_space = 0;
|
|
resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
|
|
data_type = VKD3D_DATA_FLOAT;
|
|
}
|
|
|
|
if ((resource_type_info = shader_glsl_get_resource_type_info(resource_type)))
|
|
{
|
|
coord_mask = vkd3d_write_mask_from_component_count(resource_type_info->coord_size);
|
|
}
|
|
else
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled resource type %#x.", resource_type);
|
|
coord_mask = vkd3d_write_mask_from_component_count(2);
|
|
}
|
|
|
|
sampler_id = ins->src[2].reg.idx[0].offset;
|
|
sampler_idx = ins->src[2].reg.idx[1].offset;
|
|
if ((d = shader_glsl_get_descriptor_by_id(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, sampler_id)))
|
|
{
|
|
sampler_space = d->register_space;
|
|
}
|
|
else
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Undeclared sampler descriptor %u.", sampler_id);
|
|
sampler_space = 0;
|
|
}
|
|
|
|
glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
|
|
glsl_src_init(&coord, gen, &ins->src[0], coord_mask);
|
|
sample = vkd3d_string_buffer_get(&gen->string_buffers);
|
|
|
|
vkd3d_string_buffer_printf(sample, "texture(");
|
|
shader_glsl_print_combined_sampler_name(sample, gen, resource_idx, resource_space, sampler_idx, sampler_space);
|
|
vkd3d_string_buffer_printf(sample, ", %s)", coord.str->buffer);
|
|
shader_glsl_print_swizzle(sample, ins->src[1].swizzle, ins->dst[0].write_mask);
|
|
|
|
shader_glsl_print_assignment_ext(gen, &dst, data_type, "%s", sample->buffer);
|
|
|
|
vkd3d_string_buffer_release(&gen->string_buffers, sample);
|
|
glsl_src_cleanup(&coord, &gen->string_buffers);
|
|
glsl_dst_cleanup(&dst, &gen->string_buffers);
|
|
}
|
|
|
|
static void shader_glsl_load_uav_typed(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
const struct glsl_resource_type_info *resource_type_info;
|
|
enum vkd3d_shader_component_type component_type;
|
|
const struct vkd3d_shader_descriptor_info1 *d;
|
|
enum vkd3d_shader_resource_type resource_type;
|
|
unsigned int uav_id, uav_idx, uav_space;
|
|
struct vkd3d_string_buffer *load;
|
|
struct glsl_src coord;
|
|
struct glsl_dst dst;
|
|
uint32_t coord_mask;
|
|
|
|
if (ins->src[1].reg.idx[0].rel_addr || ins->src[1].reg.idx[1].rel_addr)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
|
|
"Descriptor indexing is not supported.");
|
|
|
|
uav_id = ins->src[1].reg.idx[0].offset;
|
|
uav_idx = ins->src[1].reg.idx[1].offset;
|
|
if ((d = shader_glsl_get_descriptor_by_id(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_UAV, uav_id)))
|
|
{
|
|
resource_type = d->resource_type;
|
|
uav_space = d->register_space;
|
|
component_type = vkd3d_component_type_from_resource_data_type(d->resource_data_type);
|
|
}
|
|
else
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Undeclared UAV descriptor %u.", uav_id);
|
|
uav_space = 0;
|
|
resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
|
|
component_type = VKD3D_SHADER_COMPONENT_FLOAT;
|
|
}
|
|
|
|
if ((resource_type_info = shader_glsl_get_resource_type_info(resource_type)))
|
|
{
|
|
coord_mask = vkd3d_write_mask_from_component_count(resource_type_info->coord_size);
|
|
}
|
|
else
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled UAV type %#x.", resource_type);
|
|
coord_mask = vkd3d_write_mask_from_component_count(2);
|
|
}
|
|
|
|
glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
|
|
glsl_src_init(&coord, gen, &ins->src[0], coord_mask);
|
|
load = vkd3d_string_buffer_get(&gen->string_buffers);
|
|
|
|
vkd3d_string_buffer_printf(load, "imageLoad(");
|
|
shader_glsl_print_image_name(load, gen, uav_idx, uav_space);
|
|
vkd3d_string_buffer_printf(load, ", %s)", coord.str->buffer);
|
|
shader_glsl_print_swizzle(load, ins->src[1].swizzle, ins->dst[0].write_mask);
|
|
|
|
shader_glsl_print_assignment_ext(gen, &dst,
|
|
vkd3d_data_type_from_component_type(component_type), "%s", load->buffer);
|
|
|
|
vkd3d_string_buffer_release(&gen->string_buffers, load);
|
|
glsl_src_cleanup(&coord, &gen->string_buffers);
|
|
glsl_dst_cleanup(&dst, &gen->string_buffers);
|
|
}
|
|
|
|
static void shader_glsl_store_uav_typed(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
const struct glsl_resource_type_info *resource_type_info;
|
|
enum vkd3d_shader_component_type component_type;
|
|
const struct vkd3d_shader_descriptor_info1 *d;
|
|
enum vkd3d_shader_resource_type resource_type;
|
|
unsigned int uav_id, uav_idx, uav_space;
|
|
struct vkd3d_string_buffer *image_data;
|
|
struct glsl_src image_coord;
|
|
uint32_t coord_mask;
|
|
|
|
if (ins->dst[0].reg.idx[0].rel_addr || ins->dst[0].reg.idx[1].rel_addr)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
|
|
"Descriptor indexing is not supported.");
|
|
|
|
uav_id = ins->dst[0].reg.idx[0].offset;
|
|
uav_idx = ins->dst[0].reg.idx[1].offset;
|
|
if ((d = shader_glsl_get_descriptor_by_id(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_UAV, uav_id)))
|
|
{
|
|
resource_type = d->resource_type;
|
|
uav_space = d->register_space;
|
|
component_type = vkd3d_component_type_from_resource_data_type(d->resource_data_type);
|
|
}
|
|
else
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Undeclared UAV descriptor %u.", uav_id);
|
|
uav_space = 0;
|
|
resource_type = VKD3D_SHADER_RESOURCE_TEXTURE_2D;
|
|
component_type = VKD3D_SHADER_COMPONENT_FLOAT;
|
|
}
|
|
|
|
if ((resource_type_info = shader_glsl_get_resource_type_info(resource_type)))
|
|
{
|
|
coord_mask = vkd3d_write_mask_from_component_count(resource_type_info->coord_size);
|
|
}
|
|
else
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled UAV type %#x.", resource_type);
|
|
coord_mask = vkd3d_write_mask_from_component_count(2);
|
|
}
|
|
|
|
glsl_src_init(&image_coord, gen, &ins->src[0], coord_mask);
|
|
image_data = vkd3d_string_buffer_get(&gen->string_buffers);
|
|
|
|
if (ins->src[1].reg.dimension == VSIR_DIMENSION_SCALAR)
|
|
{
|
|
switch (component_type)
|
|
{
|
|
case VKD3D_SHADER_COMPONENT_UINT:
|
|
vkd3d_string_buffer_printf(image_data, "uvec4(");
|
|
break;
|
|
case VKD3D_SHADER_COMPONENT_INT:
|
|
vkd3d_string_buffer_printf(image_data, "ivec4(");
|
|
break;
|
|
default:
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled component type %#x.", component_type);
|
|
/* fall through */
|
|
case VKD3D_SHADER_COMPONENT_FLOAT:
|
|
vkd3d_string_buffer_printf(image_data, "vec4(");
|
|
break;
|
|
}
|
|
}
|
|
shader_glsl_print_src(image_data, gen, &ins->src[1], VKD3DSP_WRITEMASK_ALL,
|
|
vkd3d_data_type_from_component_type(component_type));
|
|
if (ins->src[1].reg.dimension == VSIR_DIMENSION_SCALAR)
|
|
vkd3d_string_buffer_printf(image_data, ", 0, 0, 0)");
|
|
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "imageStore(");
|
|
shader_glsl_print_image_name(gen->buffer, gen, uav_idx, uav_space);
|
|
vkd3d_string_buffer_printf(gen->buffer, ", %s, %s);\n", image_coord.str->buffer, image_data->buffer);
|
|
|
|
vkd3d_string_buffer_release(&gen->string_buffers, image_data);
|
|
glsl_src_cleanup(&image_coord, &gen->string_buffers);
|
|
}
|
|
|
|
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_mul_extended(struct vkd3d_glsl_generator *gen, const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
struct glsl_src src[2];
|
|
struct glsl_dst dst;
|
|
uint32_t mask;
|
|
|
|
if (ins->dst[0].reg.type != VKD3DSPR_NULL)
|
|
{
|
|
/* FIXME: imulExtended()/umulExtended() from ARB_gpu_shader5/GLSL 4.00+. */
|
|
mask = glsl_dst_init(&dst, gen, ins, &ins->dst[0]);
|
|
shader_glsl_print_assignment(gen, &dst, "<unhandled 64-bit multiplication>");
|
|
glsl_dst_cleanup(&dst, &gen->string_buffers);
|
|
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled 64-bit integer multiplication.");
|
|
}
|
|
|
|
if (ins->dst[1].reg.type != VKD3DSPR_NULL)
|
|
{
|
|
mask = glsl_dst_init(&dst, gen, ins, &ins->dst[1]);
|
|
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", 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_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_COMPUTE)
|
|
{
|
|
vkd3d_string_buffer_printf(buffer, "<unhandled sysval %#x>", sysval);
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled SV_POSITION in shader type #%x.", version->type);
|
|
break;
|
|
}
|
|
if (idx)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled SV_POSITION index %u.", idx);
|
|
if (version->type == VKD3D_SHADER_TYPE_PIXEL)
|
|
vkd3d_string_buffer_printf(buffer, "gl_FragCoord");
|
|
else
|
|
vkd3d_string_buffer_printf(buffer, "gl_Position");
|
|
break;
|
|
|
|
case VKD3D_SHADER_SV_VERTEX_ID:
|
|
if (version->type != VKD3D_SHADER_TYPE_VERTEX)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled SV_VERTEX_ID in shader type #%x.", version->type);
|
|
vkd3d_string_buffer_printf(buffer, "intBitsToFloat(ivec4(gl_VertexID, 0, 0, 0))");
|
|
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
|
|
{
|
|
switch (e->component_type)
|
|
{
|
|
case VKD3D_SHADER_COMPONENT_UINT:
|
|
vkd3d_string_buffer_printf(buffer, " = uintBitsToFloat(shader_in_%u)", i);
|
|
break;
|
|
case VKD3D_SHADER_COMPONENT_INT:
|
|
vkd3d_string_buffer_printf(buffer, " = intBitsToFloat(shader_in_%u)", i);
|
|
break;
|
|
default:
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled input component type %#x.", e->component_type);
|
|
/* fall through */
|
|
case VKD3D_SHADER_COMPONENT_FLOAT:
|
|
vkd3d_string_buffer_printf(buffer, " = shader_in_%u", i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
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;
|
|
enum vkd3d_shader_component_type type;
|
|
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;
|
|
|
|
type = e->component_type;
|
|
shader_glsl_print_indent(buffer, gen->indent);
|
|
if (e->sysval_semantic == VKD3D_SHADER_SV_NONE)
|
|
{
|
|
if (gen->interstage_output)
|
|
{
|
|
type = VKD3D_SHADER_COMPONENT_FLOAT;
|
|
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);
|
|
switch (type)
|
|
{
|
|
case VKD3D_SHADER_COMPONENT_UINT:
|
|
vkd3d_string_buffer_printf(buffer, " = floatBitsToUint(%s_out[%u])", gen->prefix, e->register_index);
|
|
break;
|
|
default:
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled output component type %#x.", e->component_type);
|
|
/* fall through */
|
|
case VKD3D_SHADER_COMPONENT_FLOAT:
|
|
vkd3d_string_buffer_printf(buffer, " = %s_out[%u]", gen->prefix, e->register_index);
|
|
break;
|
|
}
|
|
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 shader_glsl_dcl_indexable_temp(struct vkd3d_glsl_generator *gen,
|
|
const struct vkd3d_shader_instruction *ins)
|
|
{
|
|
shader_glsl_print_indent(gen->buffer, gen->indent);
|
|
vkd3d_string_buffer_printf(gen->buffer, "vec4 x%u[%u];\n",
|
|
ins->declaration.indexable_temp.register_idx,
|
|
ins->declaration.indexable_temp.register_size);
|
|
}
|
|
|
|
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:
|
|
case VKD3DSIH_IADD:
|
|
shader_glsl_binop(gen, ins, "+");
|
|
break;
|
|
case VKD3DSIH_AND:
|
|
shader_glsl_binop(gen, ins, "&");
|
|
break;
|
|
case VKD3DSIH_BREAK:
|
|
shader_glsl_break(gen);
|
|
break;
|
|
case VKD3DSIH_CASE:
|
|
shader_glsl_case(gen, ins);
|
|
break;
|
|
case VKD3DSIH_CONTINUE:
|
|
shader_glsl_continue(gen);
|
|
break;
|
|
case VKD3DSIH_DCL_INDEXABLE_TEMP:
|
|
shader_glsl_dcl_indexable_temp(gen, ins);
|
|
break;
|
|
case VKD3DSIH_DCL_INPUT:
|
|
case VKD3DSIH_DCL_INPUT_PS:
|
|
case VKD3DSIH_DCL_INPUT_PS_SGV:
|
|
case VKD3DSIH_DCL_INPUT_PS_SIV:
|
|
case VKD3DSIH_DCL_INPUT_SGV:
|
|
case VKD3DSIH_DCL_OUTPUT:
|
|
case VKD3DSIH_DCL_OUTPUT_SIV:
|
|
case VKD3DSIH_NOP:
|
|
break;
|
|
case VKD3DSIH_DEFAULT:
|
|
shader_glsl_default(gen);
|
|
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:
|
|
case VKD3DSIH_ENDLOOP:
|
|
case VKD3DSIH_ENDSWITCH:
|
|
shader_glsl_end_block(gen);
|
|
break;
|
|
case VKD3DSIH_EQO:
|
|
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:
|
|
case VKD3DSIH_IGE:
|
|
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_ILT:
|
|
case VKD3DSIH_LTO:
|
|
case VKD3DSIH_ULT:
|
|
shader_glsl_relop(gen, ins, "<", "lessThan");
|
|
break;
|
|
case VKD3DSIH_IMAX:
|
|
case VKD3DSIH_MAX:
|
|
shader_glsl_intrinsic(gen, ins, "max");
|
|
break;
|
|
case VKD3DSIH_MIN:
|
|
shader_glsl_intrinsic(gen, ins, "min");
|
|
break;
|
|
case VKD3DSIH_IMUL:
|
|
shader_glsl_mul_extended(gen, ins);
|
|
break;
|
|
case VKD3DSIH_INE:
|
|
case VKD3DSIH_NEU:
|
|
shader_glsl_relop(gen, ins, "!=", "notEqual");
|
|
break;
|
|
case VKD3DSIH_INEG:
|
|
shader_glsl_unary_op(gen, ins, "-");
|
|
break;
|
|
case VKD3DSIH_ISHL:
|
|
shader_glsl_binop(gen, ins, "<<");
|
|
break;
|
|
case VKD3DSIH_ISHR:
|
|
case VKD3DSIH_USHR:
|
|
shader_glsl_binop(gen, ins, ">>");
|
|
break;
|
|
case VKD3DSIH_ITOF:
|
|
case VKD3DSIH_UTOF:
|
|
shader_glsl_cast(gen, ins, "float", "vec");
|
|
break;
|
|
case VKD3DSIH_LD:
|
|
shader_glsl_ld(gen, ins);
|
|
break;
|
|
case VKD3DSIH_LD_UAV_TYPED:
|
|
shader_glsl_load_uav_typed(gen, ins);
|
|
break;
|
|
case VKD3DSIH_LOG:
|
|
shader_glsl_intrinsic(gen, ins, "log2");
|
|
break;
|
|
case VKD3DSIH_LOOP:
|
|
shader_glsl_loop(gen);
|
|
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_SAMPLE:
|
|
shader_glsl_sample(gen, ins);
|
|
break;
|
|
case VKD3DSIH_SQRT:
|
|
shader_glsl_intrinsic(gen, ins, "sqrt");
|
|
break;
|
|
case VKD3DSIH_STORE_UAV_TYPED:
|
|
shader_glsl_store_uav_typed(gen, ins);
|
|
break;
|
|
case VKD3DSIH_SWITCH:
|
|
shader_glsl_switch(gen, ins);
|
|
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_uav_binding(const struct vkd3d_glsl_generator *gen, unsigned int register_space,
|
|
unsigned int register_idx, enum vkd3d_shader_resource_type resource_type, unsigned int *binding_idx)
|
|
{
|
|
const struct vkd3d_shader_interface_info *interface_info = gen->interface_info;
|
|
const struct vkd3d_shader_resource_binding *binding;
|
|
enum vkd3d_shader_binding_flag resource_type_flag;
|
|
unsigned int i;
|
|
|
|
if (!interface_info)
|
|
return false;
|
|
|
|
resource_type_flag = resource_type == VKD3D_SHADER_RESOURCE_BUFFER
|
|
? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;
|
|
|
|
for (i = 0; i < interface_info->binding_count; ++i)
|
|
{
|
|
binding = &interface_info->bindings[i];
|
|
|
|
if (binding->type != VKD3D_SHADER_DESCRIPTOR_TYPE_UAV)
|
|
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 & resource_type_flag))
|
|
continue;
|
|
*binding_idx = i;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void shader_glsl_generate_uav_declaration(struct vkd3d_glsl_generator *gen,
|
|
const struct vkd3d_shader_descriptor_info1 *uav)
|
|
{
|
|
const struct glsl_resource_type_info *resource_type_info;
|
|
const char *image_type_prefix, *image_type, *read_format;
|
|
const struct vkd3d_shader_descriptor_binding *binding;
|
|
const struct vkd3d_shader_descriptor_offset *offset;
|
|
struct vkd3d_string_buffer *buffer = gen->buffer;
|
|
enum vkd3d_shader_component_type component_type;
|
|
unsigned int binding_idx;
|
|
|
|
if (uav->count != 1)
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
|
|
"UAV %u has unsupported descriptor array size %u.", uav->register_id, uav->count);
|
|
return;
|
|
}
|
|
|
|
if (!shader_glsl_get_uav_binding(gen, uav->register_space,
|
|
uav->register_index, uav->resource_type, &binding_idx))
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND,
|
|
"No descriptor binding specified for UAV %u.", uav->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 UAV %u.", binding->set, uav->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 UAV %u.", binding->count, uav->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 UAV %u.",
|
|
uav->register_id);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ((resource_type_info = shader_glsl_get_resource_type_info(uav->resource_type)))
|
|
{
|
|
image_type = resource_type_info->type_suffix;
|
|
}
|
|
else
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled UAV type %#x.", uav->resource_type);
|
|
image_type = "<unhandled image type>";
|
|
}
|
|
|
|
switch ((component_type = vkd3d_component_type_from_resource_data_type(uav->resource_data_type)))
|
|
{
|
|
case VKD3D_SHADER_COMPONENT_UINT:
|
|
image_type_prefix = "u";
|
|
read_format = "r32ui";
|
|
break;
|
|
case VKD3D_SHADER_COMPONENT_INT:
|
|
image_type_prefix = "i";
|
|
read_format = "r32i";
|
|
break;
|
|
default:
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled component type %#x for UAV %u.",
|
|
component_type, uav->register_id);
|
|
/* fall through */
|
|
case VKD3D_SHADER_COMPONENT_FLOAT:
|
|
image_type_prefix = "";
|
|
read_format = "r32f";
|
|
break;
|
|
}
|
|
|
|
vkd3d_string_buffer_printf(buffer, "layout(binding = %u", binding->binding);
|
|
if (uav->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ)
|
|
vkd3d_string_buffer_printf(buffer, ", %s) ", read_format);
|
|
else
|
|
vkd3d_string_buffer_printf(buffer, ") writeonly ");
|
|
vkd3d_string_buffer_printf(buffer, "uniform %simage%s ", image_type_prefix, image_type);
|
|
shader_glsl_print_image_name(buffer, gen, uav->register_index, uav->register_space);
|
|
vkd3d_string_buffer_printf(buffer, ";\n");
|
|
}
|
|
|
|
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_UNSUPPORTED,
|
|
"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 bool shader_glsl_get_combined_sampler_binding(const struct vkd3d_glsl_generator *gen,
|
|
const struct vkd3d_shader_combined_resource_sampler_info *crs,
|
|
enum vkd3d_shader_resource_type resource_type, unsigned int *binding_idx)
|
|
{
|
|
const struct vkd3d_shader_interface_info *interface_info = gen->interface_info;
|
|
const struct vkd3d_shader_combined_resource_sampler *s;
|
|
enum vkd3d_shader_binding_flag resource_type_flag;
|
|
unsigned int i;
|
|
|
|
if (!interface_info)
|
|
return false;
|
|
|
|
resource_type_flag = resource_type == VKD3D_SHADER_RESOURCE_BUFFER
|
|
? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;
|
|
|
|
for (i = 0; i < interface_info->combined_sampler_count; ++i)
|
|
{
|
|
s = &interface_info->combined_samplers[i];
|
|
|
|
if (s->resource_space != crs->resource_space)
|
|
continue;
|
|
if (s->resource_index != crs->resource_index)
|
|
continue;
|
|
if (crs->sampler_index != VKD3D_SHADER_DUMMY_SAMPLER_INDEX)
|
|
{
|
|
if (s->sampler_space != crs->sampler_space)
|
|
continue;
|
|
if (s->sampler_index != crs->sampler_index)
|
|
continue;
|
|
}
|
|
if (!shader_glsl_check_shader_visibility(gen, s->shader_visibility))
|
|
continue;
|
|
if (!(s->flags & resource_type_flag))
|
|
continue;
|
|
*binding_idx = i;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static void shader_glsl_generate_sampler_declaration(struct vkd3d_glsl_generator *gen,
|
|
const struct vkd3d_shader_combined_resource_sampler_info *crs)
|
|
{
|
|
const struct vkd3d_shader_descriptor_info1 *sampler, *srv;
|
|
const struct glsl_resource_type_info *resource_type_info;
|
|
const struct vkd3d_shader_descriptor_binding *binding;
|
|
struct vkd3d_string_buffer *buffer = gen->buffer;
|
|
enum vkd3d_shader_component_type component_type;
|
|
const char *sampler_type, *sampler_type_prefix;
|
|
unsigned int binding_idx;
|
|
bool shadow = false;
|
|
|
|
if (crs->sampler_index != VKD3D_SHADER_DUMMY_SAMPLER_INDEX)
|
|
{
|
|
if (!(sampler = shader_glsl_get_descriptor(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER,
|
|
crs->sampler_index, crs->sampler_space)))
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: No descriptor found for sampler %u, space %u.",
|
|
crs->sampler_index, crs->sampler_space);
|
|
return;
|
|
}
|
|
shadow = sampler->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE;
|
|
}
|
|
|
|
if (!(srv = shader_glsl_get_descriptor(gen, VKD3D_SHADER_DESCRIPTOR_TYPE_SRV,
|
|
crs->resource_index, crs->resource_space)))
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: No descriptor found for resource %u, space %u.",
|
|
crs->resource_index, crs->resource_space);
|
|
return;
|
|
}
|
|
|
|
if ((resource_type_info = shader_glsl_get_resource_type_info(srv->resource_type)))
|
|
{
|
|
sampler_type = resource_type_info->type_suffix;
|
|
if (shadow && !resource_type_info->shadow)
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_UNSUPPORTED,
|
|
"Comparison samplers are not supported with resource type %#x.", srv->resource_type);
|
|
}
|
|
else
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled resource type %#x for combined resource/sampler "
|
|
"for resource %u, space %u and sampler %u, space %u.", srv->resource_type,
|
|
crs->resource_index, crs->resource_space, crs->sampler_index, crs->sampler_space);
|
|
sampler_type = "<unhandled sampler type>";
|
|
}
|
|
|
|
switch ((component_type = vkd3d_component_type_from_resource_data_type(srv->resource_data_type)))
|
|
{
|
|
case VKD3D_SHADER_COMPONENT_UINT:
|
|
sampler_type_prefix = "u";
|
|
break;
|
|
case VKD3D_SHADER_COMPONENT_INT:
|
|
sampler_type_prefix = "i";
|
|
break;
|
|
case VKD3D_SHADER_COMPONENT_FLOAT:
|
|
sampler_type_prefix = "";
|
|
break;
|
|
default:
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled component type %#x for combined resource/sampler "
|
|
"for resource %u, space %u and sampler %u, space %u.", component_type,
|
|
crs->resource_index, crs->resource_space, crs->sampler_index, crs->sampler_space);
|
|
sampler_type_prefix = "";
|
|
break;
|
|
}
|
|
|
|
if (!shader_glsl_get_combined_sampler_binding(gen, crs, srv->resource_type, &binding_idx))
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND,
|
|
"No descriptor binding specified for combined resource/sampler "
|
|
"for resource %u, space %u and sampler %u, space %u.",
|
|
crs->resource_index, crs->resource_space, crs->sampler_index, crs->sampler_space);
|
|
return;
|
|
}
|
|
|
|
binding = &gen->interface_info->combined_samplers[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 combined resource/sampler "
|
|
"for resource %u, space %u and sampler %u, space %u.", binding->set,
|
|
crs->resource_index, crs->resource_space, crs->sampler_index, crs->sampler_space);
|
|
return;
|
|
}
|
|
|
|
if (binding->count != 1)
|
|
{
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_BINDING_NOT_FOUND,
|
|
"Unsupported binding count %u specified for combined resource/sampler "
|
|
"for resource %u, space %u and sampler %u, space %u.", binding->count,
|
|
crs->resource_index, crs->resource_space, crs->sampler_index, crs->sampler_space);
|
|
return;
|
|
}
|
|
|
|
vkd3d_string_buffer_printf(buffer, "layout(binding = %u) uniform %ssampler%s%s ",
|
|
binding->binding, sampler_type_prefix, sampler_type, shadow ? "Shadow" : "");
|
|
shader_glsl_print_combined_sampler_name(buffer, gen, crs->resource_index,
|
|
crs->resource_space, crs->sampler_index, crs->sampler_space);
|
|
vkd3d_string_buffer_printf(buffer, ";\n");
|
|
}
|
|
|
|
static void shader_glsl_generate_descriptor_declarations(struct vkd3d_glsl_generator *gen)
|
|
{
|
|
const struct vkd3d_shader_scan_combined_resource_sampler_info *sampler_info = gen->combined_sampler_info;
|
|
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_SRV:
|
|
case VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER:
|
|
/* GLSL uses combined resource/sampler descriptors.*/
|
|
break;
|
|
|
|
case VKD3D_SHADER_DESCRIPTOR_TYPE_UAV:
|
|
shader_glsl_generate_uav_declaration(gen, descriptor);
|
|
break;
|
|
|
|
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;
|
|
}
|
|
}
|
|
for (i = 0; i < sampler_info->combined_sampler_count; ++i)
|
|
{
|
|
shader_glsl_generate_sampler_declaration(gen, &sampler_info->combined_samplers[i]);
|
|
}
|
|
if (info->descriptor_count)
|
|
vkd3d_string_buffer_printf(gen->buffer, "\n");
|
|
}
|
|
|
|
static const struct signature_element *signature_get_element_by_location(
|
|
const struct shader_signature *signature, unsigned int location)
|
|
{
|
|
const struct signature_element *e;
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < signature->element_count; ++i)
|
|
{
|
|
e = &signature->elements[i];
|
|
|
|
if (e->target_location != location)
|
|
continue;
|
|
|
|
return e;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static const char *shader_glsl_get_interpolation(struct vkd3d_glsl_generator *gen,
|
|
const struct shader_signature *signature, const char *type, unsigned int location)
|
|
{
|
|
enum vkd3d_shader_interpolation_mode m;
|
|
const struct signature_element *e;
|
|
|
|
if ((e = signature_get_element_by_location(signature, location)))
|
|
m = e->interpolation_mode;
|
|
else
|
|
m = VKD3DSIM_NONE;
|
|
|
|
switch (m)
|
|
{
|
|
case VKD3DSIM_NONE:
|
|
case VKD3DSIM_LINEAR:
|
|
return "";
|
|
case VKD3DSIM_CONSTANT:
|
|
return "flat ";
|
|
default:
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled interpolation mode %#x for %s location %u.", m, type, location);
|
|
return "";
|
|
}
|
|
}
|
|
|
|
static void shader_glsl_generate_interface_block(struct vkd3d_glsl_generator *gen,
|
|
const struct shader_signature *signature, const char *type, unsigned int count)
|
|
{
|
|
struct vkd3d_string_buffer *buffer = gen->buffer;
|
|
const char *interpolation;
|
|
unsigned int i;
|
|
|
|
vkd3d_string_buffer_printf(buffer, "%s shader_in_out\n{\n", type);
|
|
for (i = 0; i < count; ++i)
|
|
{
|
|
interpolation = shader_glsl_get_interpolation(gen, signature, type, i);
|
|
vkd3d_string_buffer_printf(buffer, " %svec4 reg_%u;\n", interpolation, 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, count;
|
|
|
|
if (!gen->interstage_input)
|
|
{
|
|
for (i = 0, count = 0; i < signature->element_count; ++i)
|
|
{
|
|
e = &signature->elements[i];
|
|
|
|
if (e->target_location == SIGNATURE_TARGET_LOCATION_UNUSED || e->sysval_semantic)
|
|
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 ", e->target_location);
|
|
switch (e->component_type)
|
|
{
|
|
case VKD3D_SHADER_COMPONENT_UINT:
|
|
vkd3d_string_buffer_printf(buffer, "uvec4");
|
|
break;
|
|
case VKD3D_SHADER_COMPONENT_INT:
|
|
vkd3d_string_buffer_printf(buffer, "ivec4");
|
|
break;
|
|
case VKD3D_SHADER_COMPONENT_FLOAT:
|
|
vkd3d_string_buffer_printf(buffer, "vec4");
|
|
break;
|
|
default:
|
|
vkd3d_string_buffer_printf(buffer, "<unhandled type %#x>", e->component_type);
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled input component type %#x.", e->component_type);
|
|
break;
|
|
}
|
|
vkd3d_string_buffer_printf(buffer, " shader_in_%u;\n", i);
|
|
++count;
|
|
}
|
|
if (count)
|
|
vkd3d_string_buffer_printf(buffer, "\n");
|
|
}
|
|
else if (gen->limits.input_count)
|
|
{
|
|
shader_glsl_generate_interface_block(gen, signature, "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, count;
|
|
|
|
if (!gen->interstage_output)
|
|
{
|
|
for (i = 0, count = 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->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 ", e->target_location);
|
|
switch (e->component_type)
|
|
{
|
|
case VKD3D_SHADER_COMPONENT_UINT:
|
|
vkd3d_string_buffer_printf(buffer, "uvec4");
|
|
break;
|
|
case VKD3D_SHADER_COMPONENT_FLOAT:
|
|
vkd3d_string_buffer_printf(buffer, "vec4");
|
|
break;
|
|
default:
|
|
vkd3d_string_buffer_printf(buffer, "<unhandled type %#x>", e->component_type);
|
|
vkd3d_glsl_compiler_error(gen, VKD3D_SHADER_ERROR_GLSL_INTERNAL,
|
|
"Internal compiler error: Unhandled output component type %#x.", e->component_type);
|
|
break;
|
|
}
|
|
vkd3d_string_buffer_printf(buffer, " shader_out_%u;\n", e->semantic_index);
|
|
++count;
|
|
}
|
|
if (count)
|
|
vkd3d_string_buffer_printf(buffer, "\n");
|
|
}
|
|
else if (gen->limits.output_count)
|
|
{
|
|
shader_glsl_generate_interface_block(gen, signature, "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;
|
|
const struct vsir_thread_group_size *group_size;
|
|
|
|
if (program->shader_version.type == VKD3D_SHADER_TYPE_COMPUTE)
|
|
{
|
|
group_size = &program->thread_group_size;
|
|
vkd3d_string_buffer_printf(buffer, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n\n",
|
|
group_size->x, group_size->y, group_size->z);
|
|
}
|
|
|
|
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;
|
|
case VKD3D_SHADER_TYPE_COMPUTE:
|
|
limits->input_count = 0;
|
|
limits->output_count = 0;
|
|
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,
|
|
const struct vkd3d_shader_scan_combined_resource_sampler_info *combined_sampler_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 && type != VKD3D_SHADER_TYPE_COMPUTE;
|
|
gen->interstage_output = type != VKD3D_SHADER_TYPE_PIXEL && type != VKD3D_SHADER_TYPE_COMPUTE;
|
|
|
|
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;
|
|
gen->combined_sampler_info = combined_sampler_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_scan_combined_resource_sampler_info *combined_sampler_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_ASSERT(program->normalisation_level == VSIR_FULLY_NORMALISED_IO);
|
|
|
|
vkd3d_glsl_generator_init(&generator, program, compile_info,
|
|
descriptor_info, combined_sampler_info, message_context);
|
|
ret = vkd3d_glsl_generator_generate(&generator, out);
|
|
vkd3d_glsl_generator_cleanup(&generator);
|
|
|
|
return ret;
|
|
}
|