On Mon, 14 Jun 2021 at 05:27, Conor McCarthy <cmccarthy(a)codeweavers.com> wrote:
+static unsigned int vkd3d_spirv_get_component_value_count(enum vkd3d_shader_component_type component_type) +{ + switch (component_type) + { + case VKD3D_SHADER_COMPONENT_UINT: + case VKD3D_SHADER_COMPONENT_INT: + case VKD3D_SHADER_COMPONENT_FLOAT: + return 1; + case VKD3D_SHADER_COMPONENT_DOUBLE: + return 2; + default: + ERR("Invalid shader component type %u.\n", component_type); + return 1; + } +} + Given that this is only used by vkd3d_dxbc_compiler_get_constant(), it seems tempting to just integrate this with the existing switch there.
static uint32_t vkd3d_dxbc_compiler_get_constant(struct vkd3d_dxbc_compiler *compiler, enum vkd3d_shader_component_type component_type, unsigned int component_count, const uint32_t *values) { uint32_t type_id, scalar_type_id, component_ids[VKD3D_VEC4_SIZE]; struct vkd3d_spirv_builder *builder = &compiler->spirv_builder; - unsigned int i; + unsigned int i, value_count;
assert(0 < component_count && component_count <= VKD3D_VEC4_SIZE); type_id = vkd3d_spirv_get_type_id(builder, component_type, component_count);
switch (component_type) { + case VKD3D_SHADER_COMPONENT_DOUBLE: case VKD3D_SHADER_COMPONENT_UINT: case VKD3D_SHADER_COMPONENT_INT: case VKD3D_SHADER_COMPONENT_FLOAT: @@ -2629,15 +2645,17 @@ static uint32_t vkd3d_dxbc_compiler_get_constant(struct vkd3d_dxbc_compiler *com return vkd3d_spirv_build_op_undef(builder, &builder->global_stream, type_id); }
+ value_count = vkd3d_spirv_get_component_value_count(component_type); + if (component_count == 1) { - return vkd3d_spirv_get_op_constant(builder, type_id, *values); + return vkd3d_spirv_get_op_constant(builder, type_id, values, value_count); } else { scalar_type_id = vkd3d_spirv_get_type_id(builder, component_type, 1); for (i = 0; i < component_count; ++i) - component_ids[i] = vkd3d_spirv_get_op_constant(builder, scalar_type_id, values[i]); + component_ids[i] = vkd3d_spirv_get_op_constant(builder, scalar_type_id, &values[i * value_count], value_count); return vkd3d_spirv_get_op_constant_composite(builder, type_id, component_ids, component_count); } } [...] +static uint32_t vkd3d_dxbc_compiler_emit_load_constant64(struct vkd3d_dxbc_compiler *compiler, + const struct vkd3d_shader_register *reg, DWORD swizzle, DWORD write_mask) +{ + unsigned int component_count = vkd3d_write_mask_component_count_typed(write_mask, VKD3D_DATA_DOUBLE); + uint64_t values[2] = {0}; + unsigned int i, j; + + assert(reg->type == VKD3DSPR_IMMCONST64); + + if (reg->immconst_type == VKD3D_IMMCONST_SCALAR) + { + for (i = 0; i < component_count; ++i) + values[i] = reg->u.immconst_uint64[0]; + } + else + { + for (i = 0, j = 0; i < VKD3D_DVEC2_SIZE; ++i) + { + if (write_mask & (VKD3DSP_WRITEMASK_0 << (i * 2))) + values[j++] = reg->u.immconst_uint64[vkd3d_swizzle_get_component(swizzle, i * 2) / 2u]; + } + } + + return vkd3d_dxbc_compiler_get_constant(compiler, + vkd3d_component_type_from_data_type(reg->data_type), component_count, (const uint32_t*)values); +} + That's pretty ugly though; it would seem preferable to introduce a vkd3d_dxbc_compiler_get_constant64() that takes uint64_t values, and build on top of that.
Note that the changes in trace.c and dxbc.c don't depend on the changes in spirv.c, and this patch could be split.
@@ -1038,6 +1042,42 @@ static void shader_dump_register(struct vkd3d_d3d_asm_compiler *compiler, const } shader_addline(buffer, ")"); } + else if (reg->type == VKD3DSPR_IMMCONST64) + { + shader_addline(buffer, "("); + switch (reg->immconst_type) + { + case VKD3D_IMMCONST_SCALAR: + switch (reg->data_type) + { + case VKD3D_DATA_DOUBLE: + shader_addline(buffer, "%f", reg->u.immconst_double[0]); + break; + default: + shader_addline(buffer, "<unhandled data type %#x>", reg->data_type); + break; + } + break; + + case VKD3D_IMMCONST_VEC4: + switch (reg->data_type) + { + case VKD3D_DATA_DOUBLE: + shader_addline(buffer, "%f, %f", + reg->u.immconst_double[0], reg->u.immconst_double[1]); + break; + default: + shader_addline(buffer, "<unhandled data type %#x>", reg->data_type); + break; + } + break; + This should use a helper along the lines of shader_print_float_literal(). In particular, literals should be printed with "compiler->colours.literal", and %f isn't necessarily sufficient to accurately represent doubles.
You'll need a "compiler->colours.reset" before the "(" above.