Signed-off-by: Zebediah Figura zfigura@codeweavers.com --- Yes, this is very similar to the allocation path for textures, and it will be similar to the allocation path for UAVs. I was unable to deduplicate it in a way I was happy with...
libs/vkd3d-shader/hlsl_codegen.c | 59 ++++++++++++++++++++++++++++++++ 1 file changed, 59 insertions(+)
diff --git a/libs/vkd3d-shader/hlsl_codegen.c b/libs/vkd3d-shader/hlsl_codegen.c index 24b8205c1..e358bd7c9 100644 --- a/libs/vkd3d-shader/hlsl_codegen.c +++ b/libs/vkd3d-shader/hlsl_codegen.c @@ -1202,6 +1202,64 @@ static void allocate_buffers(struct hlsl_ctx *ctx) } }
+static const struct hlsl_ir_var *get_reserved_sampler(struct hlsl_ctx *ctx, uint32_t index) +{ + const struct hlsl_ir_var *var; + + LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, const struct hlsl_ir_var, extern_entry) + { + if (var->last_read && var->reg_reservation.type == 's' && var->reg_reservation.index == index) + return var; + } + return NULL; +} + +static void allocate_samplers(struct hlsl_ctx *ctx) +{ + struct hlsl_ir_var *var; + uint32_t index = 0; + + LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry) + { + if (!var->last_read || var->data_type->type != HLSL_CLASS_OBJECT + || var->data_type->base_type != HLSL_TYPE_SAMPLER) + continue; + + if (var->reg_reservation.type == 's') + { + const struct hlsl_ir_var *reserved_sampler = get_reserved_sampler(ctx, var->reg_reservation.index); + + if (reserved_sampler && reserved_sampler != var) + { + hlsl_error(ctx, var->loc, VKD3D_SHADER_ERROR_HLSL_OVERLAPPING_RESERVATIONS, + "Multiple samplers bound to s%u.", var->reg_reservation.index); + hlsl_note(ctx, reserved_sampler->loc, VKD3D_SHADER_LOG_ERROR, + "Sampler '%s' is already bound to s%u.", reserved_sampler->name, + var->reg_reservation.index); + } + + var->reg.id = var->reg_reservation.index; + var->reg.allocated = true; + TRACE("Allocated reserved %s to s%u.\n", var->name, index); + } + else if (!var->reg_reservation.type) + { + while (get_reserved_sampler(ctx, index)) + ++index; + + var->reg.id = index; + var->reg.allocated = true; + TRACE("Allocated %s to s%u.\n", var->name, index); + ++index; + } + else + { + hlsl_error(ctx, var->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_RESERVATION, + "Samplers must be bound to register type 's'."); + } + } +} + static const struct hlsl_ir_var *get_reserved_texture(struct hlsl_ctx *ctx, uint32_t index) { const struct hlsl_ir_var *var; @@ -1379,6 +1437,7 @@ int hlsl_emit_dxbc(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_fun allocate_textures(ctx); } allocate_semantic_registers(ctx); + allocate_samplers(ctx);
if (ctx->result) return ctx->result;