From: Zebediah Figura zfigura@codeweavers.com
This is taken care of by prior I/O lowering. We no longer need to deal with this here. --- libs/vkd3d-shader/spirv.c | 53 ++++++++++++--------------------------- 1 file changed, 16 insertions(+), 37 deletions(-)
diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c index 1df5d719..fb05b558 100644 --- a/libs/vkd3d-shader/spirv.c +++ b/libs/vkd3d-shader/spirv.c @@ -4600,18 +4600,17 @@ static uint32_t spirv_compiler_emit_input(struct spirv_compiler *compiler, const struct signature_element *signature_element; const struct shader_signature *shader_signature; enum vkd3d_shader_component_type component_type; - uint32_t type_id, ptr_type_id, float_type_id; const struct vkd3d_spirv_builtin *builtin; unsigned int write_mask, reg_write_mask; struct vkd3d_symbol *symbol = NULL; uint32_t val_id, input_id, var_id; + uint32_t type_id, float_type_id; struct vkd3d_symbol reg_symbol; SpvStorageClass storage_class; struct rb_entry *entry = NULL; bool use_private_var = false; unsigned int array_sizes[2]; unsigned int element_idx; - uint32_t i, index;
assert(!reg->idx_count || !reg->idx[0].rel_addr); assert(reg->idx_count < 2 || !reg->idx[1].rel_addr); @@ -4714,47 +4713,27 @@ static uint32_t spirv_compiler_emit_input(struct spirv_compiler *compiler,
if (use_private_var) { + struct vkd3d_shader_register dst_reg = *reg; + dst_reg.data_type = VKD3D_DATA_FLOAT; + type_id = vkd3d_spirv_get_type_id(builder, component_type, input_component_count); - for (i = 0; i < max(array_sizes[0], 1); ++i) - { - struct vkd3d_shader_register dst_reg = *reg; - dst_reg.data_type = VKD3D_DATA_FLOAT;
- val_id = input_id; - if (array_sizes[0]) - { - ptr_type_id = vkd3d_spirv_get_op_type_pointer(builder, SpvStorageClassInput, type_id); - index = spirv_compiler_get_constant_uint(compiler, i); - val_id = vkd3d_spirv_build_op_in_bounds_access_chain1(builder, ptr_type_id, input_id, index); - dst_reg.idx[0].offset = i; - } - else if (builtin && builtin->spirv_array_size) - { - /* The D3D builtin is not an array, but the SPIR-V builtin is, - * so we'll need to index into the SPIR-V builtin when loading - * it. This happens when reading TessLevel in domain shaders. */ - ptr_type_id = vkd3d_spirv_get_op_type_pointer(builder, SpvStorageClassInput, type_id); - index = spirv_compiler_get_constant_uint(compiler, builtin->member_idx); - val_id = vkd3d_spirv_build_op_in_bounds_access_chain1(builder, ptr_type_id, input_id, index); - dst_reg.idx[0].offset = element_idx + i; - } - val_id = vkd3d_spirv_build_op_load(builder, type_id, val_id, SpvMemoryAccessMaskNone); + val_id = vkd3d_spirv_build_op_load(builder, type_id, input_id, SpvMemoryAccessMaskNone);
- if (builtin && builtin->fixup_pfn) - val_id = builtin->fixup_pfn(compiler, val_id); + if (builtin && builtin->fixup_pfn) + val_id = builtin->fixup_pfn(compiler, val_id);
- if (component_type != VKD3D_SHADER_COMPONENT_FLOAT) - { - float_type_id = vkd3d_spirv_get_type_id(builder, VKD3D_SHADER_COMPONENT_FLOAT, input_component_count); - val_id = vkd3d_spirv_build_op_bitcast(builder, float_type_id, val_id); - } + if (component_type != VKD3D_SHADER_COMPONENT_FLOAT) + { + float_type_id = vkd3d_spirv_get_type_id(builder, VKD3D_SHADER_COMPONENT_FLOAT, input_component_count); + val_id = vkd3d_spirv_build_op_bitcast(builder, float_type_id, val_id); + }
- val_id = spirv_compiler_emit_swizzle(compiler, val_id, - vkd3d_write_mask_from_component_count(input_component_count), - VKD3D_SHADER_COMPONENT_FLOAT, VKD3D_SHADER_NO_SWIZZLE, dst->write_mask >> component_idx); + val_id = spirv_compiler_emit_swizzle(compiler, val_id, + vkd3d_write_mask_from_component_count(input_component_count), + VKD3D_SHADER_COMPONENT_FLOAT, VKD3D_SHADER_NO_SWIZZLE, dst->write_mask >> component_idx);
- spirv_compiler_emit_store_reg(compiler, &dst_reg, dst->write_mask, val_id); - } + spirv_compiler_emit_store_reg(compiler, &dst_reg, dst->write_mask, val_id); }
return input_id;