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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_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 Register info
*
* Stores the vector type of a register and
* its storage class. The compiler can use
* this to generate SPIR-V pointer types.
*/
struct DxbcRegisterInfo {
DxbcVectorType 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;
};
/**
* \brief Vertex shader-specific structure
*/
struct DxbcCompilerVsPart {
uint32_t functionId;
};
/**
* \brief Pixel shader-specific structure
*/
struct DxbcCompilerPsPart {
uint32_t functionId;
std::array<DxbcVectorType, DxbcMaxInterfaceRegs> oTypes;
};
enum class DxbcCfgBlockType : uint32_t {
If, Loop,
};
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 DxbcCfgBlock {
DxbcCfgBlockType type;
union {
DxbcCfgBlockIf b_if;
DxbcCfgBlockLoop b_loop;
};
};
/**
* \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 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:
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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///////////////////////////////
// r# registers of type float4
std::vector<uint32_t> m_rRegs;
///////////////////////////////////////////////////////////
// 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;
///////////////////////////////////////////////
// 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;
///////////////////////////////////////////////////
// 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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///////////////////////////////////
// Shader-specific data structures
DxbcCompilerVsPart m_vs;
DxbcCompilerPsPart m_ps;
/////////////////////////////////////////////////////
// Shader interface and metadata declaration methods
void emitDcl(
const DxbcShaderInstruction& ins);
void emitDclGlobalFlags(
const DxbcShaderInstruction& ins);
void emitDclTemps(
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 emitDclResource(
const DxbcShaderInstruction& ins);
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//////////////////////////////
// Instruction class handlers
void emitVectorAlu(
const DxbcShaderInstruction& ins);
void emitVectorCmov(
const DxbcShaderInstruction& ins);
void emitVectorCmp(
const DxbcShaderInstruction& ins);
void emitVectorDot(
const DxbcShaderInstruction& ins);
void emitVectorImul(
const DxbcShaderInstruction& ins);
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void emitVectorSinCos(
const DxbcShaderInstruction& ins);
void emitSample(
const DxbcShaderInstruction& ins);
/////////////////////////////////////
// Control flow instruction handlers
void emitControlFlowIf(
const DxbcShaderInstruction& ins);
void emitControlFlowElse(
const DxbcShaderInstruction& ins);
void emitControlFlowEndIf(
const DxbcShaderInstruction& ins);
void emitControlFlowLoop(
const DxbcShaderInstruction& ins);
void emitControlFlowEndLoop(
const DxbcShaderInstruction& ins);
void emitControlFlowBreakc(
const DxbcShaderInstruction& ins);
void emitControlFlowRet(
const DxbcShaderInstruction& ins);
void emitControlFlow(
const DxbcShaderInstruction& ins);
/////////////////////////////////////////
// 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);
DxbcRegisterPointer emitGetInputPtr(
const DxbcRegister& operand);
DxbcRegisterPointer emitGetOutputPtr(
const DxbcRegister& operand);
DxbcRegisterPointer emitGetConstBufPtr(
const DxbcRegister& operand);
DxbcRegisterPointer emitGetOperandPtr(
const DxbcRegister& operand);
//////////////////////////////
// Operand load/store methods
DxbcRegisterValue emitIndexLoad(
DxbcRegIndex index);
DxbcRegisterValue emitValueLoad(
DxbcRegisterPointer ptr);
void emitValueStore(
DxbcRegisterPointer ptr,
DxbcRegisterValue value,
DxbcRegMask writeMask);
DxbcRegisterValue emitRegisterLoad(
const DxbcRegister& reg,
DxbcRegMask writeMask);
void emitRegisterStore(
const DxbcRegister& reg,
DxbcRegisterValue value);
/////////////////////////////
// Input preparation methods
void emitVsInputSetup();
void emitPsInputSetup();
//////////////////////////////
// Output preparation methods
void emitVsOutputSetup();
void emitPsOutputSetup();
/////////////////////////////////
// Shader initialization methods
void emitVsInit();
void emitPsInit();
///////////////////////////////
// Shader finalization methods
void emitVsFinalize();
void emitPsFinalize();
///////////////////////////////
// Variable definition methods
uint32_t emitNewVariable(
const DxbcRegisterInfo& info);
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/////////////////////////////////////
// Control flow block search methods
DxbcCfgBlock* cfgFindLoopBlock();
///////////////////////////
// Type definition methods
uint32_t getScalarTypeId(
DxbcScalarType type);
uint32_t getVectorTypeId(
const DxbcVectorType& type);
uint32_t getPointerTypeId(
const DxbcRegisterInfo& type);
uint32_t getPerVertexBlockId();
};
}