On Tue, Nov 9, 2021 at 9:50 PM Zebediah Figura (she/her) zfigura@codeweavers.com wrote:
On 11/9/21 07:26, Matteo Bruni wrote:
From: Zebediah Figura zfigura@codeweavers.com
Signed-off-by: Matteo Bruni mbruni@codeweavers.com
Now it should actually apply on top of 219117.
libs/vkd3d-shader/hlsl_codegen.c | 59 ++++++++++++++++++++++++-------- 1 file changed, 44 insertions(+), 15 deletions(-)
Yeah, this does look better; I guess I didn't try hard enough. Note however there are a couple problems:
- this can't be used as-is for UAVs, because allocation doesn't start at
zero;
- this complicates tbuffers as well, for similar reasons. (Actually
things get worse with tbuffers, because now if you want to preserve that "already bound" message you need a way of checking for *both* kinds of objects.)
Neither one is particularly hard to solve, I guess, but I'm curious if you have a plan for them.
No, I admit I had a super quick skim to your branch for UAVs just to make sure that it didn't go entirely in the opposite direction and that's it.
+static void allocate_objects(struct hlsl_ctx *ctx, enum hlsl_base_type type) +{
const struct object_type_info *type_info = get_object_type_info(type); 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_TEXTURE)
|| var->data_type->base_type != type) continue;
if (var->reg_reservation.type == 't')
if (var->reg_reservation.type == type_info->reg_name) {
const struct hlsl_ir_var *reserved_texture = get_reserved_texture(ctx, var->reg_reservation.index);
const struct hlsl_ir_var *reserved_object = get_reserved_object(ctx, type_info->reg_name,
var->reg_reservation.index);
if (reserved_texture && reserved_texture != var)
if (reserved_object && reserved_object != var) { hlsl_error(ctx, var->loc, VKD3D_SHADER_ERROR_HLSL_OVERLAPPING_RESERVATIONS,
"Multiple textures bound to t%u.", var->reg_reservation.index);
hlsl_note(ctx, reserved_texture->loc, VKD3D_SHADER_LOG_ERROR,
"Texture '%s' is already bound to t%u.", reserved_texture->name,
"Multiple %ss bound to %c%u.", type_info->name, type_info->reg_name, var->reg_reservation.index);
At this rate I would just say "multiple objects", since it's not like there's extra semantic value in specifying the object type...
hlsl_note(ctx, reserved_object->loc, VKD3D_SHADER_LOG_ERROR,
"Object '%s' is already bound to %c%u.", reserved_object->name,
type_info->reg_name, var->reg_reservation.index); } var->reg.id = var->reg_reservation.index; var->reg.allocated = true;
TRACE("Allocated reserved %s to t%u.\n", var->name, var->reg_reservation.index);
TRACE("Allocated reserved %s to %c%u.\n", var->name, type_info->reg_name, var->reg_reservation.index); } else if (!var->reg_reservation.type) {
while (get_reserved_texture(ctx, index))
while (get_reserved_object(ctx, type_info->reg_name, index)) ++index; var->reg.id = index; var->reg.allocated = true;
TRACE("Allocated %s to t%u.\n", var->name, index);
TRACE("Allocated %s to %c%u.\n", var->name, type_info->reg_name, index); ++index; } else { hlsl_error(ctx, var->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_RESERVATION,
"Textures must be bound to register type 't'.");
"Object of type '%s' must be bound to register type '%c'.",
type_info->name, type_info->reg_name);
...and use hlsl_type_to_string() here, and then you don't need type_info->name anymore.
Indeed, I'll make the change.