mirror of
https://github.com/doitsujin/dxvk.git
synced 2024-12-13 16:08:50 +01:00
c8791a6ba5
Fixes a validation error.
358 lines
14 KiB
C++
358 lines
14 KiB
C++
#include "d3d9_swvp_emu.h"
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#include "d3d9_device.h"
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#include "d3d9_vertex_declaration.h"
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#include "../spirv/spirv_module.h"
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namespace dxvk {
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// Doesn't compare everything, only what we use in SWVP.
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size_t D3D9VertexDeclHash::operator () (const D3D9CompactVertexElements& key) const {
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DxvkHashState hash;
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std::hash<BYTE> bytehash;
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std::hash<WORD> wordhash;
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for (uint32_t i = 0; i < key.size(); i++) {
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const auto& element = key[i];
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hash.add(wordhash(element.Stream));
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hash.add(wordhash(element.Offset));
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hash.add(bytehash(element.Type));
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hash.add(bytehash(element.Method));
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hash.add(bytehash(element.Usage));
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hash.add(bytehash(element.UsageIndex));
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}
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return hash;
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}
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bool D3D9VertexDeclEq::operator () (const D3D9CompactVertexElements& a, const D3D9CompactVertexElements& b) const {
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if (a.size() != b.size())
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return false;
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bool equal = true;
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for (uint32_t i = 0; i < a.size(); i++)
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equal &= std::memcmp(&a[i], &b[i], sizeof(a[0])) == 0;
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return equal;
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}
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enum class DecltypeClass {
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Float, Byte, Short, Dec, Half
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};
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enum DecltypeFlags {
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Signed = 1,
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Normalize = 2,
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ReverseRGB = 4
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};
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struct Decltype {
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DecltypeClass Class;
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uint32_t VectorCount;
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uint32_t Flags;
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};
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Decltype ClassifyDecltype(D3DDECLTYPE Type) {
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switch (Type) {
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case D3DDECLTYPE_FLOAT1: return { DecltypeClass::Float, 1, DecltypeFlags::Signed };
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case D3DDECLTYPE_FLOAT2: return { DecltypeClass::Float, 2, DecltypeFlags::Signed };
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case D3DDECLTYPE_FLOAT3: return { DecltypeClass::Float, 3, DecltypeFlags::Signed };
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case D3DDECLTYPE_FLOAT4: return { DecltypeClass::Float, 4, DecltypeFlags::Signed };
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case D3DDECLTYPE_D3DCOLOR: return { DecltypeClass::Byte, 4, DecltypeFlags::Normalize | DecltypeFlags::ReverseRGB };
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case D3DDECLTYPE_UBYTE4: return { DecltypeClass::Byte, 4, 0 };
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case D3DDECLTYPE_SHORT2: return { DecltypeClass::Short, 2, DecltypeFlags::Signed };
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case D3DDECLTYPE_SHORT4: return { DecltypeClass::Short, 4, DecltypeFlags::Signed };
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case D3DDECLTYPE_UBYTE4N: return { DecltypeClass::Byte, 4, DecltypeFlags::Normalize };
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case D3DDECLTYPE_SHORT2N: return { DecltypeClass::Short, 2, DecltypeFlags::Signed | DecltypeFlags::Normalize };
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case D3DDECLTYPE_SHORT4N: return { DecltypeClass::Short, 4, DecltypeFlags::Signed | DecltypeFlags::Normalize };
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case D3DDECLTYPE_USHORT2N: return { DecltypeClass::Short, 2, DecltypeFlags::Normalize };
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case D3DDECLTYPE_USHORT4N: return { DecltypeClass::Short, 4, DecltypeFlags::Normalize };
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case D3DDECLTYPE_UDEC3: return { DecltypeClass::Dec, 3, 0 };
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case D3DDECLTYPE_DEC3N: return { DecltypeClass::Dec, 3, DecltypeFlags::Signed | DecltypeFlags::Normalize };
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case D3DDECLTYPE_FLOAT16_2: return { DecltypeClass::Half, 2, DecltypeFlags::Signed };
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case D3DDECLTYPE_FLOAT16_4: return { DecltypeClass::Half, 4, DecltypeFlags::Signed };
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default: return { DecltypeClass::Float, 4, DecltypeFlags::Signed };
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}
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}
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class D3D9SWVPEmulatorGenerator {
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public:
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D3D9SWVPEmulatorGenerator(const std::string& name)
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: m_module(spvVersion(1, 3)) {
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m_entryPointId = m_module.allocateId();
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m_module.setDebugSource(
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spv::SourceLanguageUnknown, 0,
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m_module.addDebugString(name.c_str()),
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nullptr);
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m_module.setMemoryModel(
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spv::AddressingModelLogical,
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spv::MemoryModelGLSL450);
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m_module.enableCapability(spv::CapabilityGeometry);
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m_module.setExecutionMode(m_entryPointId, spv::ExecutionModeInputPoints);
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m_module.setExecutionMode(m_entryPointId, spv::ExecutionModeOutputPoints);
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// This has to be > 0 for some reason even though
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// we will never emit a vertex
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m_module.setOutputVertices(m_entryPointId, 1);
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m_module.setInvocations(m_entryPointId, 1);
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m_module.functionBegin(m_module.defVoidType(), m_entryPointId, m_module.defFunctionType(
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m_module.defVoidType(), 0, nullptr), spv::FunctionControlMaskNone);
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m_module.opLabel(m_module.allocateId());
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}
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void compile(const D3D9CompactVertexElements& elements) {
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uint32_t uint_t = m_module.defIntType(32, false);
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uint32_t float_t = m_module.defFloatType(32);
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uint32_t vec4_t = m_module.defVectorType(float_t, 4);
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uint32_t vec4_singular_array_t = m_module.defArrayType(vec4_t, m_module.constu32(1));
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// Setup the buffer
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uint32_t bufferSlot = getSWVPBufferSlot();
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uint32_t arrayType = m_module.defRuntimeArrayTypeUnique(uint_t);
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m_module.decorateArrayStride(arrayType, sizeof(uint32_t));
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uint32_t buffer_t = m_module.defStructTypeUnique(1, &arrayType);
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m_module.memberDecorateOffset(buffer_t, 0, 0);
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m_module.decorate(buffer_t, spv::DecorationBufferBlock);
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uint32_t buffer = m_module.newVar(m_module.defPointerType(buffer_t, spv::StorageClassUniform), spv::StorageClassUniform);
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m_module.decorateDescriptorSet(buffer, 0);
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m_module.decorateBinding(buffer, bufferSlot);
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m_bufferBinding.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
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m_bufferBinding.viewType = VK_IMAGE_VIEW_TYPE_MAX_ENUM;
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m_bufferBinding.resourceBinding = bufferSlot;
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m_bufferBinding.stage = VK_SHADER_STAGE_GEOMETRY_BIT;
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m_bufferBinding.access = VK_ACCESS_SHADER_WRITE_BIT;
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m_bufferBinding.uboSet = VK_TRUE;
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// Load our builtins
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uint32_t primitiveIdPtr = m_module.newVar(m_module.defPointerType(uint_t, spv::StorageClassInput), spv::StorageClassInput);
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m_module.decorateBuiltIn(primitiveIdPtr, spv::BuiltInPrimitiveId);
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uint32_t primitiveId = m_module.opLoad(uint_t, primitiveIdPtr);
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// The size of any given vertex
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uint32_t size = 0;
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for (uint32_t i = 0; i < elements.size(); i++) {
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const auto& element = elements[i];
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if (element.Stream == 0 && element.Type != D3DDECLTYPE_UNUSED) {
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size = std::max(size, element.Offset + GetDecltypeSize(D3DDECLTYPE(element.Type)));
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}
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}
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uint32_t vertexSize = m_module.constu32(size / sizeof(uint32_t));
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//The offset of this vertex from the beginning of the buffer
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uint32_t thisVertexOffset = m_module.opIMul(uint_t, vertexSize, primitiveId);
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for (uint32_t i = 0; i < elements.size(); i++) {
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const auto& element = elements[i];
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// Load the slot associated with this element
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DxsoSemantic semantic = { DxsoUsage(element.Usage), element.UsageIndex };
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uint32_t elementPtr;
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uint32_t elementVar;
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elementPtr = m_module.newVar(m_module.defPointerType(vec4_singular_array_t, spv::StorageClassInput), spv::StorageClassInput);
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if ((semantic.usage == DxsoUsage::Position || semantic.usage == DxsoUsage::PositionT) && element.UsageIndex == 0) {
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// Load from builtin
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m_module.decorateBuiltIn(elementPtr, spv::BuiltInPosition);
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}
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else {
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// Load from slot
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uint32_t slotIdx = RegisterLinkerSlot(semantic);
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m_module.decorateLocation(elementPtr, slotIdx);
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m_inputMask |= 1u << slotIdx;
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}
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uint32_t zero = m_module.constu32(0);
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elementVar = m_module.opAccessChain(m_module.defPointerType(vec4_t, spv::StorageClassInput), elementPtr, 1, &zero);
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elementVar = m_module.opLoad(vec4_t, elementVar);
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// The offset of this element from the beginning of any given vertex
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uint32_t perVertexElementOffset = m_module.constu32(element.Offset / sizeof(uint32_t));
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// The offset of this element from the beginning of the buffer for **THIS** vertex
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uint32_t elementOffset = m_module.opIAdd(uint_t, thisVertexOffset, perVertexElementOffset);
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// Write to the buffer at the element offset for each part of the vector.
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Decltype elementInfo = ClassifyDecltype(D3DDECLTYPE(element.Type));
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if (elementInfo.Class == DecltypeClass::Dec) {
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// TODO!
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Logger::warn("Encountered DEC3/UDEC3N class, ignoring...");
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continue;
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}
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uint32_t vecn_t = m_module.defVectorType(float_t, elementInfo.VectorCount);
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uint32_t componentSet;
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// Modifiers...
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if (elementInfo.Flags & DecltypeFlags::ReverseRGB) {
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std::array<uint32_t, 4> indices = { 2, 1, 0, 3 };
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componentSet = m_module.opVectorShuffle(vecn_t, elementVar, elementVar, elementInfo.VectorCount, indices.data());
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}
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else {
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std::array<uint32_t, 4> indices = { 0, 1, 2, 3 };
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componentSet = m_module.opVectorShuffle(vecn_t, elementVar, elementVar, elementInfo.VectorCount, indices.data());
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}
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if (elementInfo.Flags & DecltypeFlags::Normalize)
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componentSet = m_module.opVectorTimesScalar(vecn_t, componentSet, m_module.constf32(255.0f));
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bool isSigned = elementInfo.Flags & DecltypeFlags::Signed;
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// Convert the component to the correct type/value.
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switch (elementInfo.Class) {
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case DecltypeClass::Float: break; // Do nothing!
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case DecltypeClass::Byte: {
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m_module.enableCapability(spv::CapabilityInt8);
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uint32_t type = m_module.defIntType(8, isSigned);
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type = m_module.defVectorType(type, elementInfo.VectorCount);
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componentSet = isSigned
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? m_module.opConvertFtoS(type, componentSet)
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: m_module.opConvertFtoU(type, componentSet);
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break;
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}
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case DecltypeClass::Short: {
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m_module.enableCapability(spv::CapabilityInt16);
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uint32_t type = m_module.defIntType(16, isSigned);
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type = m_module.defVectorType(type, elementInfo.VectorCount);
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componentSet = isSigned
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? m_module.opConvertFtoS(type, componentSet)
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: m_module.opConvertFtoU(type, componentSet);
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break;
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}
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case DecltypeClass::Half: {
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m_module.enableCapability(spv::CapabilityFloat16);
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uint32_t type = m_module.defFloatType(16);
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type = m_module.defVectorType(type, elementInfo.VectorCount);
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componentSet = m_module.opFConvert(type, componentSet);
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break;
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}
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case DecltypeClass::Dec: {
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// TODO!
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break;
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}
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}
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// Bitcast to dwords before we write.
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uint32_t dwordCount = GetDecltypeSize(D3DDECLTYPE(element.Type)) / sizeof(uint32_t);
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uint32_t dwordVal = m_module.opBitcast(
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dwordCount != 1 ? m_module.defVectorType(uint_t, dwordCount) : uint_t,
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componentSet);
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// Finally write each dword to the buffer!
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for (uint32_t i = 0; i < dwordCount; i++) {
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std::array<uint32_t, 2> bufferIndices = { m_module.constu32(0), elementOffset };
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uint32_t writeDest = m_module.opAccessChain(m_module.defPointerType(uint_t, spv::StorageClassUniform), buffer, bufferIndices.size(), bufferIndices.data());
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uint32_t currentDword = dwordCount != 1 ? m_module.opCompositeExtract(uint_t, dwordVal, 1, &i) : dwordVal;
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m_module.opStore(writeDest, currentDword);
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elementOffset = m_module.opIAdd(uint_t, elementOffset, m_module.constu32(1));
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}
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}
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}
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Rc<DxvkShader> finalize() {
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m_module.opReturn();
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m_module.functionEnd();
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m_module.addEntryPoint(m_entryPointId,
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spv::ExecutionModelGeometry, "main");
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m_module.setDebugName(m_entryPointId, "main");
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DxvkShaderCreateInfo info;
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info.stage = VK_SHADER_STAGE_GEOMETRY_BIT;
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info.bindingCount = 1;
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info.bindings = &m_bufferBinding;
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info.inputMask = m_inputMask;
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return new DxvkShader(info, m_module.compile());
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}
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private:
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SpirvModule m_module;
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uint32_t m_entryPointId = 0;
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uint32_t m_inputMask = 0u;
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DxvkBindingInfo m_bufferBinding;
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};
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Rc<DxvkShader> D3D9SWVPEmulator::GetShaderModule(D3D9DeviceEx* pDevice, D3D9CompactVertexElements&& elements) {
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// Use the shader's unique key for the lookup
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{ std::unique_lock<dxvk::mutex> lock(m_mutex);
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auto entry = m_modules.find(elements);
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if (entry != m_modules.end())
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return entry->second;
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}
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Sha1Hash hash = Sha1Hash::compute(
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elements.data(), elements.size() * sizeof(elements[0]));
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DxvkShaderKey key = { VK_SHADER_STAGE_GEOMETRY_BIT , hash };
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std::string name = str::format("SWVP_", key.toString());
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// This shader has not been compiled yet, so we have to create a
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// new module. This takes a while, so we won't lock the structure.
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D3D9SWVPEmulatorGenerator generator(name);
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generator.compile(elements);
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Rc<DxvkShader> shader = generator.finalize();
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shader->setShaderKey(key);
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pDevice->GetDXVKDevice()->registerShader(shader);
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const std::string& dumpPath = pDevice->GetOptions()->shaderDumpPath;
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if (dumpPath.size() != 0) {
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std::ofstream dumpStream(
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str::format(dumpPath, "/", name, ".spv"),
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std::ios_base::binary | std::ios_base::trunc);
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shader->dump(dumpStream);
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}
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// Insert the new module into the lookup table. If another thread
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// has compiled the same shader in the meantime, we should return
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// that object instead and discard the newly created module.
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{ std::unique_lock<dxvk::mutex> lock(m_mutex);
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std::pair<D3D9CompactVertexElements, Rc<DxvkShader>> pair = { std::move(elements), shader };
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auto status = m_modules.insert(std::move(pair));
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if (!status.second)
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return status.first->second;
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}
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return shader;
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}
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} |