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[d3d11] Fix vertex attribute offset with D3D11_APPEND_ALIGNED_ELEMENT

Computes the correct offset even if some vertex attributes are not used
by the vertex shader. Fixes a crash in Sleeping Dogs: Definitive Edition
(#407).
This commit is contained in:
Philip Rebohle 2018-05-30 13:33:48 +02:00
parent 3b70e23e2c
commit fc8573891e
No known key found for this signature in database
GPG Key ID: C8CC613427A31C99
2 changed files with 45 additions and 26 deletions

View File

@ -942,9 +942,12 @@ namespace dxvk {
DxbcModule dxbcModule(dxbcReader);
const Rc<DxbcIsgn> inputSignature = dxbcModule.isgn();
uint32_t attrMask = 0;
uint32_t bindMask = 0;
std::vector<DxvkVertexAttribute> attributes;
std::vector<DxvkVertexBinding> bindings;
std::array<DxvkVertexAttribute, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT> attrList;
std::array<DxvkVertexBinding, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT> bindList;
for (uint32_t i = 0; i < NumElements; i++) {
const DxbcSgnEntry* entry = inputSignature->find(
@ -956,12 +959,11 @@ namespace dxvk {
"D3D11Device: No such vertex shader semantic: ",
pInputElementDescs[i].SemanticName,
pInputElementDescs[i].SemanticIndex));
continue;
}
// Create vertex input attribute description
DxvkVertexAttribute attrib;
attrib.location = entry->registerId;
attrib.location = entry != nullptr ? entry->registerId : 0;
attrib.binding = pInputElementDescs[i].InputSlot;
attrib.format = m_dxgiAdapter->LookupFormat(
pInputElementDescs[i].Format, DXGI_VK_FORMAT_MODE_COLOR).Format;
@ -975,7 +977,7 @@ namespace dxvk {
attrib.offset = 0;
for (uint32_t j = 1; j <= i; j++) {
const DxvkVertexAttribute& prev = attributes.at(i - j);
const DxvkVertexAttribute& prev = attrList.at(i - j);
if (prev.binding == attrib.binding) {
const DxvkFormatInfo* formatInfo = imageFormatInfo(prev.format);
@ -984,8 +986,8 @@ namespace dxvk {
}
}
}
attributes.push_back(attrib);
attrList.at(i) = attrib;
// Create vertex input binding description. The
// stride is dynamic state in D3D11 and will be
@ -994,18 +996,19 @@ namespace dxvk {
binding.binding = pInputElementDescs[i].InputSlot;
binding.fetchRate = pInputElementDescs[i].InstanceDataStepRate;
binding.inputRate = pInputElementDescs[i].InputSlotClass == D3D11_INPUT_PER_INSTANCE_DATA
? VK_VERTEX_INPUT_RATE_INSTANCE
: VK_VERTEX_INPUT_RATE_VERTEX;
? VK_VERTEX_INPUT_RATE_INSTANCE : VK_VERTEX_INPUT_RATE_VERTEX;
// Check if the binding was already defined. If so, the
// parameters must be identical (namely, the input rate).
bool bindingDefined = false;
for (const auto& existingBinding : bindings) {
if (binding.binding == existingBinding.binding) {
for (uint32_t j = 0; j < i; j++) {
uint32_t bindingId = attrList.at(j).binding;
if (binding.binding == bindingId) {
bindingDefined = true;
if (binding.inputRate != existingBinding.inputRate) {
if (binding.inputRate != bindList.at(bindingId).inputRate) {
Logger::err(str::format(
"D3D11Device: Conflicting input rate for binding ",
binding.binding));
@ -1013,19 +1016,29 @@ namespace dxvk {
}
}
}
if (!bindingDefined)
bindings.push_back(binding);
bindList.at(binding.binding) = binding;
if (entry != nullptr) {
attrMask |= 1u << i;
bindMask |= 1u << binding.binding;
}
}
// Compact the attribute and binding lists to filter
// out attributes and bindings not used by the shader
uint32_t attrCount = CompactSparseList(attrList.data(), attrMask);
uint32_t bindCount = CompactSparseList(bindList.data(), bindMask);
// Check if there are any semantics defined in the
// shader that are not included in the current input
// layout.
for (auto i = inputSignature->begin(); i != inputSignature->end(); i++) {
bool found = i->systemValue != DxbcSystemValue::None;
for (uint32_t j = 0; j < attributes.size() && !found; j++)
found = attributes.at(j).location == i->registerId;
for (uint32_t j = 0; j < attrCount && !found; j++)
found = attrList.at(j).location == i->registerId;
if (!found) {
Logger::warn(str::format(
@ -1035,20 +1048,13 @@ namespace dxvk {
}
}
std::sort(bindings.begin(), bindings.end(),
[] (const DxvkVertexBinding& a, const DxvkVertexBinding& b) {
return a.binding < b.binding;
});
// Create the actual input layout object
// if the application requests it.
if (ppInputLayout != nullptr) {
*ppInputLayout = ref(
new D3D11InputLayout(this,
attributes.size(),
attributes.data(),
bindings.size(),
bindings.data()));
attrCount, attrList.data(),
bindCount, bindList.data()));
}
return S_OK;

View File

@ -8,6 +8,19 @@
namespace dxvk {
template<typename T>
UINT CompactSparseList(T* pData, UINT Mask) {
uint32_t count = 0;
while (Mask != 0) {
uint32_t id = bit::tzcnt(Mask);
pData[count++] = pData[id];
Mask &= Mask - 1;
}
return count;
}
HRESULT DecodeSampleCount(
UINT Count,
VkSampleCountFlagBits* pCount);