#pragma once #include #include #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 { /** * \brief Vector type * * Convenience struct that stores a scalar * type and a component count. The compiler * can use this to generate SPIR-V types. */ 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; }; struct DxbcXreg { uint32_t ccount = 0; uint32_t varId = 0; }; /** * \brief Vertex shader-specific structure */ struct DxbcCompilerVsPart { uint32_t functionId = 0; uint32_t builtinVertexId = 0; uint32_t builtinInstanceId = 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; uint32_t builtinFragCoord = 0; uint32_t builtinDepth = 0; std::array 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. */ class DxbcCompiler { public: DxbcCompiler( const DxbcProgramVersion& version, const Rc& isgn, const Rc& osgn); ~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 finalize(); private: DxbcProgramVersion m_version; SpirvModule m_module; Rc m_isgn; Rc m_osgn; /////////////////////////////////////////////////////// // Resource slot description for the shader. This will // be used to map D3D11 bindings to DXVK bindings. std::vector m_resourceSlots; //////////////////////////////////////////////// // Temporary r# vector registers with immediate // indexing, and x# vector array registers. std::vector m_rRegs; std::vector m_xRegs; /////////////////////////////////////////////////////////// // v# registers as defined by the shader. The type of each // of these inputs is either float4 or an array of float4. std::array m_vRegs; std::vector 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 m_oRegs; std::vector m_oMappings; ////////////////////////////////////////////////////// // Shader resource variables. These provide access to // constant buffers, samplers, textures, and UAVs. std::array m_constantBuffers; std::array m_samplers; std::array m_textures; /////////////////////////////////////////////// // Control flow information. Stores labels for // currently active if-else blocks and loops. std::vector 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; //////////////////////////////////////////////////// // 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; /////////////////////////////////////////////////// // Entry point description - we'll need to declare // the function ID and all input/output variables. std::vector m_entryPointInterfaces; uint32_t m_entryPointId = 0; /////////////////////////////////// // Shader-specific data structures DxbcCompilerVsPart m_vs; DxbcCompilerGsPart m_gs; 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 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 emitDclResource( const DxbcShaderInstruction& ins); void emitDclGsInputPrimitive( const DxbcShaderInstruction& ins); void emitDclGsOutputTopology( const DxbcShaderInstruction& ins); void emitDclMaxOutputVertexCount( const DxbcShaderInstruction& ins); //////////////////////// // 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); void emitVectorDeriv( const DxbcShaderInstruction& ins); void emitVectorDot( const DxbcShaderInstruction& ins); void emitVectorIdiv( const DxbcShaderInstruction& ins); void emitVectorImul( const DxbcShaderInstruction& ins); void emitVectorShift( const DxbcShaderInstruction& ins); void emitVectorSinCos( const DxbcShaderInstruction& ins); void emitGeometryEmit( 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 emitControlFlowDiscard( 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 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); ////////////////////////////// // 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/output preparation void emitInputSetup(uint32_t vertexCount); void emitOutputSetup(uint32_t vertexCount); //////////////////////////////////////// // Builtin variable declaration methods void emitVsInitBuiltins(); void emitGsInitBuiltins(uint32_t vertexCount); void emitPsInitBuiltins(); ///////////////////////////////// // Shader initialization methods void emitVsInit(); void emitGsInit(); void emitPsInit(); /////////////////////////////// // Shader finalization methods void emitVsFinalize(); void emitGsFinalize(); void emitPsFinalize(); ////////////// // Misc stuff void emitDclInputArray( uint32_t vertexCount); /////////////////////////////// // Variable definition methods uint32_t emitNewVariable( const DxbcRegisterInfo& info); uint32_t emitNewBuiltinVariable( const DxbcRegisterInfo& info, spv::BuiltIn builtIn, const char* name); ///////////////////////////////////// // Control flow block search methods DxbcCfgBlock* cfgFindLoopBlock(); /////////////////////////// // 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(); }; }