Hi,
Il 24/08/21 08:18, Zebediah Figura ha scritto:
Signed-off-by: Zebediah Figura zfigura@codeweavers.com
libs/vkd3d-shader/hlsl_sm4.c | 116 ++++++++++++++++++++++++++++++++++- 1 file changed, 114 insertions(+), 2 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl_sm4.c b/libs/vkd3d-shader/hlsl_sm4.c index 15927671..2e304c5a 100644 --- a/libs/vkd3d-shader/hlsl_sm4.c +++ b/libs/vkd3d-shader/hlsl_sm4.c @@ -591,6 +591,7 @@ static unsigned int sm4_swizzle_type(enum vkd3d_sm4_register_type type) { case VKD3D_SM4_RT_CONSTBUFFER: case VKD3D_SM4_RT_INPUT:
case VKD3D_SM4_RT_TEMP: return VKD3D_SM4_SWIZZLE_VEC4; default:
@@ -599,6 +600,64 @@ static unsigned int sm4_swizzle_type(enum vkd3d_sm4_register_type type) } }
+static void sm4_register_from_deref(struct hlsl_ctx *ctx, struct sm4_register *reg,
unsigned int *writemask, const struct hlsl_deref *deref, const struct hlsl_type *data_type)
+{
- const struct hlsl_ir_var *var = deref->var;
- if (var->is_output_semantic)
- {
bool has_idx;
if (hlsl_sm4_register_from_semantic(ctx, &var->semantic, true, ®->type, &has_idx))
{
if (has_idx)
{
reg->idx[0] = var->semantic.index;
reg->idx_count = 1;
}
if (reg->type == VKD3D_SM4_RT_DEPTHOUT)
reg->dim = VKD3D_SM4_DIMENSION_SCALAR;
else
reg->dim = VKD3D_SM4_DIMENSION_VEC4;
*writemask = (1u << data_type->dimx) - 1;
}
else
{
struct hlsl_reg hlsl_reg = hlsl_reg_from_deref(deref, data_type);
assert(hlsl_reg.allocated);
reg->type = VKD3D_SM4_RT_OUTPUT;
reg->dim = VKD3D_SM4_DIMENSION_VEC4;
reg->idx[0] = hlsl_reg.id;
reg->idx_count = 1;
*writemask = hlsl_reg.writemask;
}
- }
- else
- {
struct hlsl_reg hlsl_reg = hlsl_reg_from_deref(deref, data_type);
assert(hlsl_reg.allocated);
reg->type = VKD3D_SM4_RT_TEMP;
reg->dim = VKD3D_SM4_DIMENSION_VEC4;
reg->idx[0] = hlsl_reg.id;
reg->idx_count = 1;
*writemask = hlsl_reg.writemask;
- }
+}
+static void sm4_register_from_node(struct sm4_register *reg, unsigned int *writemask, const struct hlsl_ir_node *instr) +{
- assert(instr->reg.allocated);
- reg->type = VKD3D_SM4_RT_TEMP;
- reg->dim = VKD3D_SM4_DIMENSION_VEC4;
- reg->idx[0] = instr->reg.id;
- reg->idx_count = 1;
- *writemask = instr->reg.writemask;
+}
I think I would use "node" as variable name instead of "instr", so there is one less term equivalence to keep in the mind when reading the code. But it's not a big deal.
static uint32_t sm4_encode_register(const struct sm4_register *reg) { return (reg->type << VKD3D_SM4_REGISTER_TYPE_SHIFT) @@ -785,11 +844,40 @@ static void write_sm4_ret(struct vkd3d_bytecode_buffer *buffer) write_sm4_instruction(buffer, &instr); }
-static void write_sm4_shdr(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc) +static void write_sm4_store(struct hlsl_ctx *ctx,
struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_store *store)
+{
- const struct hlsl_ir_node *rhs = store->rhs.node;
- struct sm4_instruction instr;
- unsigned int writemask;
- if (store->lhs.var->data_type->type == HLSL_CLASS_MATRIX)
- {
hlsl_fixme(ctx, store->node.loc, "Store to a matrix variable.\n");
return;
- }
- memset(&instr, 0, sizeof(instr));
- instr.opcode = VKD3D_SM4_OP_MOV;
- sm4_register_from_deref(ctx, &instr.dst.reg, &writemask, &store->lhs, rhs->data_type);
- instr.dst.writemask = hlsl_combine_writemasks(writemask, store->writemask);
- instr.has_dst = 1;
- sm4_register_from_node(&instr.srcs[0].reg, &writemask, rhs);
- instr.srcs[0].swizzle = hlsl_map_swizzle(hlsl_swizzle_from_writemask(writemask), instr.dst.writemask);
- instr.src_count = 1;
- write_sm4_instruction(buffer, &instr);
+}
+static void write_sm4_shdr(struct hlsl_ctx *ctx,
{ const struct hlsl_profile_info *profile = ctx->profile; struct vkd3d_bytecode_buffer buffer = {0}; const struct hlsl_buffer *cbuffer;const struct hlsl_ir_function_decl *entry_func, struct dxbc_writer *dxbc)
- const struct hlsl_ir_node *instr; const struct hlsl_ir_var *var; size_t token_count_position;
@@ -824,6 +912,30 @@ static void write_sm4_shdr(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc) if (ctx->temp_count) write_sm4_dcl_temps(&buffer, ctx->temp_count);
LIST_FOR_EACH_ENTRY(instr, entry_func->body, struct hlsl_ir_node, entry)
{
if (instr->data_type)
{
if (instr->data_type->type == HLSL_CLASS_MATRIX)
{
FIXME("Matrix operations need to be lowered.\n");
break;
}
assert(instr->data_type->type == HLSL_CLASS_SCALAR || instr->data_type->type == HLSL_CLASS_VECTOR);
}
switch (instr->type)
{
case HLSL_IR_STORE:
write_sm4_store(ctx, &buffer, hlsl_ir_store(instr));
break;
default:
FIXME("Unhandled instruction type %s.\n", hlsl_node_type_to_string(instr->type));
}
}
write_sm4_ret(&buffer); set_u32(&buffer, token_count_position, bytecode_get_size(&buffer) / sizeof(uint32_t));
I would split this part to a dedicated function that writes a block of instructions, and which we can reuse when we implement codegen for loops and conditions. The declaration might be something like:
static void write_sm4_block(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer, const struct list *instrs);
Also, I would split the change in two commits: one that introduces write_sm4_block (including the check on matrix class) and another one that really implements store.
@@ -842,7 +954,7 @@ int hlsl_sm4_write(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_fun write_sm4_signature(ctx, &dxbc, false); write_sm4_signature(ctx, &dxbc, true); write_sm4_rdef(ctx, &dxbc);
- write_sm4_shdr(ctx, &dxbc);
write_sm4_shdr(ctx, entry_func, &dxbc);
if (!(ret = ctx->result)) ret = dxbc_writer_write(&dxbc, out);
Thanks, Giovanni.