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dxvk/src/dxbc/dxbc_compiler.h

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#pragma once
#include <array>
#include <vector>
#include "../spirv/spirv_module.h"
#include "dxbc_chunk_isgn.h"
#include "dxbc_decoder.h"
#include "dxbc_defs.h"
#include "dxbc_names.h"
#include "dxbc_options.h"
#include "dxbc_util.h"
namespace dxvk {
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/**
* \brief Vector type
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*
* Convenience struct that stores a scalar
* type and a component count. The compiler
* can use this to generate SPIR-V types.
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*/
struct DxbcVectorType {
DxbcScalarType ctype;
uint32_t ccount;
};
/**
* \brief Array type
*
* Convenience struct that stores a scalar type, a
* component count and an array size. An array of
* length 0 will be evaluated to a vector type. The
* compiler can use this to generate SPIR-V types.
*/
struct DxbcArrayType {
DxbcScalarType ctype;
uint32_t ccount;
uint32_t alength;
};
/**
* \brief Register info
*
* Stores the array type of a register and
* its storage class. The compiler can use
* this to generate SPIR-V pointer types.
*/
struct DxbcRegisterInfo {
DxbcArrayType type;
spv::StorageClass sclass;
};
/**
* \brief Register value
*
* Stores a vector type and a SPIR-V ID that
* represents an intermediate value. This is
* used to track the type of such values.
*/
struct DxbcRegisterValue {
DxbcVectorType type;
uint32_t id;
};
/**
* \brief Register pointer
*
* Stores a vector type and a SPIR-V ID that
* represents a pointer to such a vector. This
* can be used to load registers conveniently.
*/
struct DxbcRegisterPointer {
DxbcVectorType type;
uint32_t id;
};
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struct DxbcXreg {
uint32_t ccount = 0;
uint32_t varId = 0;
};
struct DxbcGreg {
DxbcResourceType type = DxbcResourceType::Raw;
uint32_t elementStride = 0;
uint32_t elementCount = 0;
uint32_t varId = 0;
};
/**
* \brief Vertex shader-specific structure
*/
struct DxbcCompilerVsPart {
uint32_t functionId = 0;
uint32_t builtinVertexId = 0;
uint32_t builtinInstanceId = 0;
uint32_t builtinBaseVertex = 0;
uint32_t builtinBaseInstance = 0;
};
/**
* \brief Geometry shader-specific structure
*/
struct DxbcCompilerGsPart {
DxbcPrimitive inputPrimitive = DxbcPrimitive::Undefined;
DxbcPrimitiveTopology outputTopology = DxbcPrimitiveTopology::Undefined;
uint32_t outputVertexCount = 0;
uint32_t functionId = 0;
};
/**
* \brief Pixel shader-specific structure
*/
struct DxbcCompilerPsPart {
uint32_t functionId = 0;
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uint32_t builtinFragCoord = 0;
uint32_t builtinDepth = 0;
uint32_t builtinIsFrontFace = 0;
uint32_t builtinSampleId = 0;
uint32_t builtinSampleMaskIn = 0;
uint32_t builtinSampleMaskOut = 0;
std::array<DxbcVectorType, DxbcMaxInterfaceRegs> oTypes;
};
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/**
* \brief Compute shader-specific structure
*/
struct DxbcCompilerCsPart {
uint32_t functionId = 0;
uint32_t builtinGlobalInvocationId = 0;
uint32_t builtinLocalInvocationId = 0;
uint32_t builtinLocalInvocationIndex = 0;
uint32_t builtinWorkgroupId = 0;
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};
/**
* \brief Hull shader fork/join phase
*
* Defines a function and built-in variables
* for a single fork or join phase sub-program.
*/
struct DxbcCompilerHsForkJoinPhase {
uint32_t functionId = 0;
uint32_t instanceCount = 0;
uint32_t builtinInstanceId = 0;
};
/**
* \brief Hull shader control point phase
*
* Defines the function for the control
* point phase program of a hull shader.
*/
struct DxbcCompilerHsControlPointPhase {
uint32_t functionId = 0;
};
/**
* \brief Hull shader phase
*
* Used to identify the current
* phase and function ID.
*/
enum class DxbcCompilerHsPhase : uint32_t {
None, ///< No active phase
Decl, ///< \c hs_decls
ControlPoint, ///< \c hs_control_point_phase
Fork, ///< \c hs_fork_phase
Join, ///< \c hs_join_phase
};
/**
* \brief Hull shader-specific structure
*/
struct DxbcCompilerHsPart {
DxbcCompilerHsPhase currPhaseType = DxbcCompilerHsPhase::None;
size_t currPhaseId = 0;
DxbcCompilerHsControlPointPhase cpPhase;
std::vector<DxbcCompilerHsForkJoinPhase> forkPhases;
std::vector<DxbcCompilerHsForkJoinPhase> joinPhases;
};
/**
* \brief Domain shader-specific structure
*/
struct DxbcCompilerDsPart {
uint32_t functionId = 0;
};
enum class DxbcCfgBlockType : uint32_t {
If, Loop, Switch,
};
struct DxbcCfgBlockIf {
uint32_t labelIf;
uint32_t labelElse;
uint32_t labelEnd;
bool hadElse;
};
struct DxbcCfgBlockLoop {
uint32_t labelHeader;
uint32_t labelBegin;
uint32_t labelContinue;
uint32_t labelBreak;
};
struct DxbcSwitchLabel {
SpirvSwitchCaseLabel desc;
DxbcSwitchLabel* next;
};
struct DxbcCfgBlockSwitch {
size_t insertPtr;
uint32_t selectorId;
uint32_t labelBreak;
uint32_t labelCase;
uint32_t labelDefault;
DxbcSwitchLabel* labelCases;
};
struct DxbcCfgBlock {
DxbcCfgBlockType type;
union {
DxbcCfgBlockIf b_if;
DxbcCfgBlockLoop b_loop;
DxbcCfgBlockSwitch b_switch;
};
};
struct DxbcBufferInfo {
DxbcImageInfo image;
DxbcResourceType type;
uint32_t typeId;
uint32_t varId;
uint32_t specId;
uint32_t stride;
};
/**
* \brief DXBC to SPIR-V shader compiler
*
* Processes instructions from a DXBC shader and creates
* a DXVK shader object, which contains the SPIR-V module
* and information about the shader resource bindings.
*/
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class DxbcCompiler {
public:
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DxbcCompiler(
const DxbcOptions& options,
const DxbcProgramVersion& version,
const Rc<DxbcIsgn>& isgn,
const Rc<DxbcIsgn>& osgn);
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~DxbcCompiler();
/**
* \brief Processes a single instruction
* \param [in] ins The instruction
*/
void processInstruction(
const DxbcShaderInstruction& ins);
/**
* \brief Finalizes the shader
* \returns The final shader object
*/
Rc<DxvkShader> finalize();
private:
DxbcOptions m_options;
DxbcProgramVersion m_version;
SpirvModule m_module;
Rc<DxbcIsgn> m_isgn;
Rc<DxbcIsgn> m_osgn;
///////////////////////////////////////////////////////
// Resource slot description for the shader. This will
// be used to map D3D11 bindings to DXVK bindings.
std::vector<DxvkResourceSlot> m_resourceSlots;
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////////////////////////////////////////////////
// Temporary r# vector registers with immediate
// indexing, and x# vector array registers.
std::vector<uint32_t> m_rRegs;
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std::vector<DxbcXreg> m_xRegs;
/////////////////////////////////////////////
// Thread group shared memory (g#) registers
std::vector<DxbcGreg> m_gRegs;
///////////////////////////////////////////////////////////
// v# registers as defined by the shader. The type of each
// of these inputs is either float4 or an array of float4.
std::array<uint32_t, DxbcMaxInterfaceRegs> m_vRegs;
std::vector<DxbcSvMapping> m_vMappings;
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//////////////////////////////////////////////////////////
// o# registers as defined by the shader. In the fragment
// shader stage, these registers are typed by the signature,
// in all other stages, they are float4 registers or arrays.
std::array<uint32_t, DxbcMaxInterfaceRegs> m_oRegs;
std::vector<DxbcSvMapping> m_oMappings;
//////////////////////////////////////////////////////
// Shader resource variables. These provide access to
// constant buffers, samplers, textures, and UAVs.
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std::array<DxbcConstantBuffer, 16> m_constantBuffers;
std::array<DxbcSampler, 16> m_samplers;
std::array<DxbcShaderResource, 128> m_textures;
std::array<DxbcUav, 64> m_uavs;
///////////////////////////////////////////////
// Control flow information. Stores labels for
// currently active if-else blocks and loops.
std::vector<DxbcCfgBlock> m_controlFlowBlocks;
///////////////////////////////////////////////////////////
// Array of input values. Since v# registers are indexable
// in DXBC, we need to copy them into an array first.
uint32_t m_vArray = 0;
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////////////////////////////////////////////////////
// Per-vertex input and output blocks. Depending on
// the shader stage, these may be declared as arrays.
uint32_t m_perVertexIn = 0;
uint32_t m_perVertexOut = 0;
//////////////////////////////////////////////////
// Immediate constant buffer. If defined, this is
// an array of four-component uint32 vectors.
uint32_t m_immConstBuf = 0;
////////////////////////////////////////////
// Struct type used for UAV counter buffers
uint32_t m_uavCtrStructType = 0;
uint32_t m_uavCtrPointerType = 0;
////////////////////////////////
// Push constant block variable
uint32_t m_pushConstantBlock = 0;
///////////////////////////////////////////////////
// Entry point description - we'll need to declare
// the function ID and all input/output variables.
std::vector<uint32_t> m_entryPointInterfaces;
uint32_t m_entryPointId = 0;
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////////////////////////////////////////////
// Inter-stage shader interface slots. Also
// covers vertex input and fragment output.
DxvkInterfaceSlots m_interfaceSlots;
///////////////////////////////////
// Shader-specific data structures
DxbcCompilerVsPart m_vs;
DxbcCompilerHsPart m_hs;
DxbcCompilerDsPart m_ds;
DxbcCompilerGsPart m_gs;
DxbcCompilerPsPart m_ps;
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DxbcCompilerCsPart m_cs;
/////////////////////////////////////////////////////
// Shader interface and metadata declaration methods
void emitDcl(
const DxbcShaderInstruction& ins);
void emitDclGlobalFlags(
const DxbcShaderInstruction& ins);
void emitDclTemps(
const DxbcShaderInstruction& ins);
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void emitDclIndexableTemp(
const DxbcShaderInstruction& ins);
void emitDclInterfaceReg(
const DxbcShaderInstruction& ins);
void emitDclInput(
uint32_t regIdx,
uint32_t regDim,
DxbcRegMask regMask,
DxbcSystemValue sv,
DxbcInterpolationMode im);
void emitDclOutput(
uint32_t regIdx,
uint32_t regDim,
DxbcRegMask regMask,
DxbcSystemValue sv,
DxbcInterpolationMode im);
void emitDclConstantBuffer(
const DxbcShaderInstruction& ins);
void emitDclSampler(
const DxbcShaderInstruction& ins);
void emitDclResourceTyped(
const DxbcShaderInstruction& ins);
void emitDclResourceRawStructured(
const DxbcShaderInstruction& ins);
void emitDclThreadGroupSharedMemory(
const DxbcShaderInstruction& ins);
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void emitDclGsInputPrimitive(
const DxbcShaderInstruction& ins);
void emitDclGsOutputTopology(
const DxbcShaderInstruction& ins);
void emitDclMaxOutputVertexCount(
const DxbcShaderInstruction& ins);
void emitDclThreadGroup(
const DxbcShaderInstruction& ins);
uint32_t emitDclUavCounter(
uint32_t regId);
////////////////////////
// Custom data handlers
void emitDclImmediateConstantBuffer(
const DxbcShaderInstruction& ins);
void emitCustomData(
const DxbcShaderInstruction& ins);
//////////////////////////////
// Instruction class handlers
void emitVectorAlu(
const DxbcShaderInstruction& ins);
void emitVectorCmov(
const DxbcShaderInstruction& ins);
void emitVectorCmp(
const DxbcShaderInstruction& ins);
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void emitVectorDeriv(
const DxbcShaderInstruction& ins);
void emitVectorDot(
const DxbcShaderInstruction& ins);
void emitVectorIdiv(
const DxbcShaderInstruction& ins);
void emitVectorImul(
const DxbcShaderInstruction& ins);
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void emitVectorShift(
const DxbcShaderInstruction& ins);
void emitVectorSinCos(
const DxbcShaderInstruction& ins);
void emitGeometryEmit(
const DxbcShaderInstruction& ins);
void emitAtomic(
const DxbcShaderInstruction& ins);
void emitAtomicCounter(
const DxbcShaderInstruction& ins);
void emitBarrier(
const DxbcShaderInstruction& ins);
void emitBitExtract(
const DxbcShaderInstruction& ins);
void emitBitInsert(
const DxbcShaderInstruction& ins);
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void emitBufferQuery(
const DxbcShaderInstruction& ins);
void emitBufferLoad(
const DxbcShaderInstruction& ins);
void emitBufferStore(
const DxbcShaderInstruction& ins);
void emitConvertFloat16(
const DxbcShaderInstruction& ins);
void emitTextureQuery(
const DxbcShaderInstruction& ins);
void emitTextureFetch(
const DxbcShaderInstruction& ins);
void emitTextureGather(
const DxbcShaderInstruction& ins);
void emitTextureSample(
const DxbcShaderInstruction& ins);
void emitTypedUavLoad(
const DxbcShaderInstruction& ins);
void emitTypedUavStore(
const DxbcShaderInstruction& ins);
/////////////////////////////////////
// Control flow instruction handlers
void emitControlFlowIf(
const DxbcShaderInstruction& ins);
void emitControlFlowElse(
const DxbcShaderInstruction& ins);
void emitControlFlowEndIf(
const DxbcShaderInstruction& ins);
void emitControlFlowSwitch(
const DxbcShaderInstruction& ins);
void emitControlFlowCase(
const DxbcShaderInstruction& ins);
void emitControlFlowDefault(
const DxbcShaderInstruction& ins);
void emitControlFlowEndSwitch(
const DxbcShaderInstruction& ins);
void emitControlFlowLoop(
const DxbcShaderInstruction& ins);
void emitControlFlowEndLoop(
const DxbcShaderInstruction& ins);
void emitControlFlowBreak(
const DxbcShaderInstruction& ins);
void emitControlFlowBreakc(
const DxbcShaderInstruction& ins);
void emitControlFlowRet(
const DxbcShaderInstruction& ins);
void emitControlFlowDiscard(
const DxbcShaderInstruction& ins);
void emitControlFlow(
const DxbcShaderInstruction& ins);
////////////////////////////////////////////////
// Constant building methods. These are used to
// generate constant vectors that store the same
// value in each component.
DxbcRegisterValue emitBuildConstVecf32(
float x,
float y,
float z,
float w,
const DxbcRegMask& writeMask);
DxbcRegisterValue emitBuildConstVecu32(
uint32_t x,
uint32_t y,
uint32_t z,
uint32_t w,
const DxbcRegMask& writeMask);
DxbcRegisterValue emitBuildConstVeci32(
int32_t x,
int32_t y,
int32_t z,
int32_t w,
const DxbcRegMask& writeMask);
DxbcRegisterValue emitBuildZero(
DxbcScalarType type);
DxbcRegisterValue emitBuildZeroVec(
DxbcVectorType type);
/////////////////////////////////////////
// Generic register manipulation methods
DxbcRegisterValue emitRegisterBitcast(
DxbcRegisterValue srcValue,
DxbcScalarType dstType);
DxbcRegisterValue emitRegisterSwizzle(
DxbcRegisterValue value,
DxbcRegSwizzle swizzle,
DxbcRegMask writeMask);
DxbcRegisterValue emitRegisterExtract(
DxbcRegisterValue value,
DxbcRegMask mask);
DxbcRegisterValue emitRegisterInsert(
DxbcRegisterValue dstValue,
DxbcRegisterValue srcValue,
DxbcRegMask srcMask);
DxbcRegisterValue emitRegisterExtend(
DxbcRegisterValue value,
uint32_t size);
DxbcRegisterValue emitRegisterAbsolute(
DxbcRegisterValue value);
DxbcRegisterValue emitRegisterNegate(
DxbcRegisterValue value);
DxbcRegisterValue emitRegisterZeroTest(
DxbcRegisterValue value,
DxbcZeroTest test);
DxbcRegisterValue emitSrcOperandModifiers(
DxbcRegisterValue value,
DxbcRegModifiers modifiers);
DxbcRegisterValue emitDstOperandModifiers(
DxbcRegisterValue value,
DxbcOpModifiers modifiers);
////////////////////////
// Address load methods
DxbcRegisterPointer emitGetTempPtr(
const DxbcRegister& operand);
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DxbcRegisterPointer emitGetIndexableTempPtr(
const DxbcRegister& operand);
DxbcRegisterPointer emitGetInputPtr(
const DxbcRegister& operand);
DxbcRegisterPointer emitGetOutputPtr(
const DxbcRegister& operand);
DxbcRegisterPointer emitGetConstBufPtr(
const DxbcRegister& operand);
DxbcRegisterPointer emitGetImmConstBufPtr(
const DxbcRegister& operand);
DxbcRegisterPointer emitGetOperandPtr(
const DxbcRegister& operand);
DxbcRegisterPointer emitGetAtomicPointer(
const DxbcRegister& operand,
const DxbcRegister& address);
///////////////////////////////
// Resource load/store methods
DxbcRegisterValue emitRawBufferLoad(
const DxbcRegister& operand,
DxbcRegisterValue elementIndex,
DxbcRegMask writeMask);
void emitRawBufferStore(
const DxbcRegister& operand,
DxbcRegisterValue elementIndex,
DxbcRegisterValue value);
//////////////////////////
// Resource query methods
DxbcRegisterValue emitQueryTexelBufferSize(
const DxbcRegister& resource);
DxbcRegisterValue emitQueryTextureLods(
const DxbcRegister& resource);
DxbcRegisterValue emitQueryTextureSize(
const DxbcRegister& resource,
DxbcRegisterValue lod);
////////////////////////////////////
// Buffer index calculation methods
DxbcRegisterValue emitCalcBufferIndexStructured(
DxbcRegisterValue structId,
DxbcRegisterValue structOffset,
uint32_t structStride);
DxbcRegisterValue emitCalcBufferIndexRaw(
DxbcRegisterValue byteOffset);
//////////////////////////////
// Operand load/store methods
DxbcRegisterValue emitIndexLoad(
DxbcRegIndex index);
DxbcRegisterValue emitValueLoad(
DxbcRegisterPointer ptr);
void emitValueStore(
DxbcRegisterPointer ptr,
DxbcRegisterValue value,
DxbcRegMask writeMask);
DxbcRegisterValue emitRegisterLoadRaw(
const DxbcRegister& reg);
DxbcRegisterValue emitRegisterLoad(
const DxbcRegister& reg,
DxbcRegMask writeMask);
void emitRegisterStore(
const DxbcRegister& reg,
DxbcRegisterValue value);
////////////////////////////
// Input/output preparation
void emitInputSetup();
void emitInputSetup(uint32_t vertexCount);
void emitOutputSetup();
//////////////////////////////////////////
// System value load methods (per shader)
DxbcRegisterValue emitVsSystemValueLoad(
DxbcSystemValue sv,
DxbcRegMask mask);
DxbcRegisterValue emitGsSystemValueLoad(
DxbcSystemValue sv,
DxbcRegMask mask,
uint32_t vertexId);
DxbcRegisterValue emitPsSystemValueLoad(
DxbcSystemValue sv,
DxbcRegMask mask);
DxbcRegisterValue emitCsSystemValueLoad(
DxbcSystemValue sv,
DxbcRegMask mask);
///////////////////////////////////////////
// System value store methods (per shader)
void emitVsSystemValueStore(
DxbcSystemValue sv,
DxbcRegMask mask,
const DxbcRegisterValue& value);
void emitGsSystemValueStore(
DxbcSystemValue sv,
DxbcRegMask mask,
const DxbcRegisterValue& value);
/////////////////////////////////
// Shader initialization methods
void emitInit();
void emitVsInit();
void emitHsInit();
void emitGsInit();
void emitPsInit();
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void emitCsInit();
///////////////////////////////
// Shader finalization methods
void emitVsFinalize();
void emitHsFinalize();
void emitGsFinalize();
void emitPsFinalize();
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void emitCsFinalize();
//////////////
// Misc stuff
void emitDclInputArray(
uint32_t vertexCount);
void emitDclInputPerVertex(
uint32_t vertexCount,
const char* varName);
///////////////////////////////
// Variable definition methods
uint32_t emitNewVariable(
const DxbcRegisterInfo& info);
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uint32_t emitNewBuiltinVariable(
const DxbcRegisterInfo& info,
spv::BuiltIn builtIn,
const char* name);
////////////////
// Misc methods
DxbcCfgBlock* cfgFindBlock(
const std::initializer_list<DxbcCfgBlockType>& types);
DxbcBufferInfo getBufferInfo(
const DxbcRegister& reg);
uint32_t getTexLayerDim(
const DxbcImageInfo& imageType) const;
uint32_t getTexCoordDim(
const DxbcImageInfo& imageType) const;
DxbcRegMask getTexCoordMask(
const DxbcImageInfo& imageType) const;
DxbcVectorType getInputRegType(
uint32_t regIdx) const;
VkImageViewType getViewType(
DxbcResourceDim dim) const;
///////////////////////////
// Type definition methods
uint32_t getScalarTypeId(
DxbcScalarType type);
uint32_t getVectorTypeId(
const DxbcVectorType& type);
uint32_t getArrayTypeId(
const DxbcArrayType& type);
uint32_t getPointerTypeId(
const DxbcRegisterInfo& type);
uint32_t getPerVertexBlockId();
uint32_t getPushConstantBlockId();
};
}