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WIP: Typed shader interfaces

This commit is contained in:
Philip Rebohle 2018-07-01 12:44:37 +02:00
parent 26d7059579
commit 2bce1491c6
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
2 changed files with 51 additions and 66 deletions

View File

@ -37,8 +37,8 @@ namespace dxvk {
// Make sure our interface registers are clear
for (uint32_t i = 0; i < DxbcMaxInterfaceRegs; i++) {
m_vRegs.at(i) = 0;
m_oRegs.at(i) = 0;
m_vRegs.at(i) = DxbcRegisterPointer { };
m_oRegs.at(i) = DxbcRegisterPointer { };
}
// Clear spec constants
@ -584,7 +584,7 @@ namespace dxvk {
// Avoid declaring the same variable multiple times.
// This may happen when multiple system values are
// mapped to different parts of the same register.
if (m_vRegs.at(regIdx) == 0 && sv == DxbcSystemValue::None) {
if (m_vRegs.at(regIdx).id == 0 && sv == DxbcSystemValue::None) {
const DxbcVectorType regType = getInputRegType(regIdx);
DxbcRegisterInfo info;
@ -599,7 +599,7 @@ namespace dxvk {
m_module.setDebugName(varId, str::format("v", regIdx).c_str());
m_entryPointInterfaces.push_back(varId);
m_vRegs.at(regIdx) = varId;
m_vRegs.at(regIdx) = { regType, varId };
// Interpolation mode, used in pixel shaders
if (im == DxbcInterpolationMode::Constant)
@ -653,7 +653,7 @@ namespace dxvk {
// Avoid declaring the same variable multiple times.
// This may happen when multiple system values are
// mapped to different parts of the same register.
if (m_oRegs.at(regIdx) == 0) {
if (m_oRegs.at(regIdx).id == 0) {
const DxbcVectorType regType = getOutputRegType(regIdx);
DxbcRegisterInfo info;
@ -668,7 +668,7 @@ namespace dxvk {
m_module.setDebugName(varId, str::format("o", regIdx).c_str());
m_entryPointInterfaces.push_back(varId);
m_oRegs.at(regIdx) = varId;
m_oRegs.at(regIdx) = { regType, varId };
// Declare the output slot as defined
m_interfaceSlots.outputSlots |= 1u << regIdx;
@ -2663,7 +2663,7 @@ namespace dxvk {
case DxbcOpcode::EvalCentroid: {
result.id = m_module.opInterpolateAtCentroid(
getVectorTypeId(result.type),
m_vRegs.at(registerId));
m_vRegs.at(registerId).id);
} break;
case DxbcOpcode::EvalSampleIndex: {
@ -2672,7 +2672,7 @@ namespace dxvk {
result.id = m_module.opInterpolateAtSample(
getVectorTypeId(result.type),
m_vRegs.at(registerId),
m_vRegs.at(registerId).id,
sampleIndex.id);
} break;
@ -2682,7 +2682,7 @@ namespace dxvk {
result.id = m_module.opInterpolateAtOffset(
getVectorTypeId(result.type),
m_vRegs.at(registerId),
m_vRegs.at(registerId).id,
offset.id);
} break;
@ -4211,49 +4211,40 @@ namespace dxvk {
DxbcRegisterPointer DxbcCompiler::emitGetOutputPtr(
const DxbcRegister& operand) {
DxbcRegisterPointer result;
result.type.ctype = DxbcScalarType::Float32;
result.type.ccount = 4;
switch (m_version.type()) {
// Pixel shaders have typed output registers, whereas they
// are simple float4 vectors in all other shader stages.
case DxbcProgramType::PixelShader: {
const uint32_t registerId = operand.idx[0].offset;
result.type = getOutputRegType(registerId);
result.id = m_oRegs.at(registerId);
} break;
if (m_version.type() == DxbcProgramType::HullShader) {
// Hull shaders are special in that they have two sets of
// output registers, one for per-patch values and one for
// per-vertex values.
case DxbcProgramType::HullShader: {
uint32_t registerId = emitIndexLoad(operand.idx[0]).id;
uint32_t ptrTypeId = m_module.defPointerType(
getVectorTypeId(result.type),
spv::StorageClassOutput);
if (m_hs.currPhaseType == DxbcCompilerHsPhase::ControlPoint) {
std::array<uint32_t, 2> indices = {{
m_module.opLoad(m_module.defIntType(32, 0), m_hs.builtinInvocationId),
registerId,
}};
result.id = m_module.opAccessChain(
ptrTypeId, m_hs.outputPerVertex,
indices.size(), indices.data());
} else {
result.id = m_module.opAccessChain(
ptrTypeId, m_hs.outputPerPatch,
1, &registerId);
}
} break;
DxbcRegisterPointer result;
result.type.ctype = DxbcScalarType::Float32;
result.type.ccount = 4;
default:
result.id = m_oRegs.at(operand.idx[0].offset);
uint32_t registerId = emitIndexLoad(operand.idx[0]).id;
uint32_t ptrTypeId = m_module.defPointerType(
getVectorTypeId(result.type),
spv::StorageClassOutput);
if (m_hs.currPhaseType == DxbcCompilerHsPhase::ControlPoint) {
std::array<uint32_t, 2> indices = {{
m_module.opLoad(m_module.defIntType(32, 0), m_hs.builtinInvocationId),
registerId,
}};
result.id = m_module.opAccessChain(
ptrTypeId, m_hs.outputPerVertex,
indices.size(), indices.data());
} else {
result.id = m_module.opAccessChain(
ptrTypeId, m_hs.outputPerPatch,
1, &registerId);
}
return result;
} else {
// Regular shaders have their output
// registers set up at declaration time
return m_oRegs.at(operand.idx[0].offset);
}
return result;
}
@ -4964,10 +4955,10 @@ namespace dxvk {
const uint32_t ptrTypeId = m_module.defPointerType(vecTypeId, spv::StorageClassPrivate);
for (uint32_t i = 0; i < m_vRegs.size(); i++) {
if (m_vRegs.at(i) != 0) {
if (m_vRegs.at(i).id != 0) {
const uint32_t registerId = m_module.consti32(i);
const uint32_t srcTypeId = getVectorTypeId(getInputRegType(i));
const uint32_t srcValue = m_module.opLoad(srcTypeId, m_vRegs.at(i));
const uint32_t srcTypeId = getVectorTypeId(m_vRegs.at(i).type);
const uint32_t srcValue = m_module.opLoad(srcTypeId, m_vRegs.at(i).id);
m_module.opStore(m_module.opAccessChain(ptrTypeId, m_vArray, 1, &registerId),
vecTypeId != srcTypeId ? m_module.opBitcast(vecTypeId, srcValue) : srcValue);
@ -5006,16 +4997,16 @@ namespace dxvk {
const uint32_t srcPtrTypeId = m_module.defPointerType(vecTypeId, spv::StorageClassInput);
for (uint32_t i = 0; i < m_vRegs.size(); i++) {
if (m_vRegs.at(i) != 0) {
if (m_vRegs.at(i).id != 0) {
const uint32_t registerId = m_module.consti32(i);
for (uint32_t v = 0; v < vertexCount; v++) {
std::array<uint32_t, 2> indices
= {{ m_module.consti32(v), registerId }};
const uint32_t srcTypeId = getVectorTypeId(getInputRegType(i));
const uint32_t srcTypeId = getVectorTypeId(m_vRegs.at(i).type);
const uint32_t srcValue = m_module.opLoad(srcTypeId,
m_module.opAccessChain(srcPtrTypeId, m_vRegs.at(i), 1, indices.data()));
m_module.opAccessChain(srcPtrTypeId, m_vRegs.at(i).id, 1, indices.data()));
m_module.opStore(
m_module.opAccessChain(dstPtrTypeId, m_vArray, indices.size(), indices.data()),
@ -5054,10 +5045,7 @@ namespace dxvk {
void DxbcCompiler::emitOutputSetup() {
for (const DxbcSvMapping& svMapping : m_oMappings) {
DxbcRegisterPointer outputReg;
outputReg.type.ctype = DxbcScalarType::Float32;
outputReg.type.ccount = 4;
outputReg.id = m_oRegs.at(svMapping.regId);
DxbcRegisterPointer outputReg = m_oRegs.at(svMapping.regId);
if (m_version.type() == DxbcProgramType::HullShader) {
uint32_t registerIndex = m_module.constu32(svMapping.regId);
@ -5545,10 +5533,7 @@ namespace dxvk {
for (auto e = m_osgn->begin(); e != m_osgn->end(); e++) {
if (e->systemValue == sv) {
DxbcRegisterPointer srcPtr;
srcPtr.type = { DxbcScalarType::Float32, 4 };
srcPtr.id = m_oRegs.at(e->registerId);
DxbcRegisterPointer srcPtr = m_oRegs.at(e->registerId);
DxbcRegisterValue srcValue = emitValueLoad(srcPtr);
for (uint32_t i = 0; i < 4; i++) {
@ -6145,7 +6130,7 @@ namespace dxvk {
dstIndices.size(), dstIndices.data());
uint32_t srcPtr = m_module.opAccessChain(
srcPtrTypeId, m_vRegs.at(i->registerId),
srcPtrTypeId, m_vRegs.at(i->registerId).id,
1, &invocationId);
m_module.opStore(dstPtr,

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@ -404,15 +404,15 @@ namespace dxvk {
///////////////////////////////////////////////////////////
// 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;
std::array<DxbcRegisterPointer, DxbcMaxInterfaceRegs> m_vRegs;
std::vector<DxbcSvMapping> m_vMappings;
//////////////////////////////////////////////////////////
// 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;
std::array<DxbcRegisterPointer, DxbcMaxInterfaceRegs> m_oRegs;
std::vector<DxbcSvMapping> m_oMappings;
//////////////////////////////////////////////////////
// Shader resource variables. These provide access to