From: Zebediah Figura zfigura@codeweavers.com
--- libs/vkd3d-shader/hlsl_codegen.c | 25 +++++++++++++++++++++++-- 1 file changed, 23 insertions(+), 2 deletions(-)
diff --git a/libs/vkd3d-shader/hlsl_codegen.c b/libs/vkd3d-shader/hlsl_codegen.c index aacaa95c..3e36aa05 100644 --- a/libs/vkd3d-shader/hlsl_codegen.c +++ b/libs/vkd3d-shader/hlsl_codegen.c @@ -2284,6 +2284,7 @@ object_types[] = { { HLSL_TYPE_SAMPLER, 's' }, { HLSL_TYPE_TEXTURE, 't' }, + { HLSL_TYPE_UAV, 'u' }, };
static const struct object_type_info *get_object_type_info(enum hlsl_base_type type) @@ -2302,7 +2303,20 @@ 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; + uint32_t min_index = 0; + uint32_t index; + + if (type == HLSL_TYPE_UAV) + { + LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry) + { + if (var->semantic.name && (!ascii_strcasecmp(var->semantic.name, "color") + || !ascii_strcasecmp(var->semantic.name, "sv_target"))) + min_index = max(min_index, var->semantic.index + 1); + } + } + + index = min_index;
LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry) { @@ -2315,7 +2329,13 @@ static void allocate_objects(struct hlsl_ctx *ctx, enum hlsl_base_type type) const struct hlsl_ir_var *reserved_object = get_reserved_object(ctx, type_info->reg_name, var->reg_reservation.index);
- if (reserved_object && reserved_object != var) + if (var->reg_reservation.index < min_index) + { + hlsl_error(ctx, &var->loc, VKD3D_SHADER_ERROR_HLSL_OVERLAPPING_RESERVATIONS, + "UAV index (%u) must be higher than the maximum render target index (%u).", + var->reg_reservation.index, min_index - 1); + } + else if (reserved_object && reserved_object != var) { hlsl_error(ctx, &var->loc, VKD3D_SHADER_ERROR_HLSL_OVERLAPPING_RESERVATIONS, "Multiple objects bound to %c%u.", type_info->reg_name, @@ -2578,6 +2598,7 @@ int hlsl_emit_bytecode(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry { allocate_buffers(ctx); allocate_objects(ctx, HLSL_TYPE_TEXTURE); + allocate_objects(ctx, HLSL_TYPE_UAV); } allocate_semantic_registers(ctx); allocate_objects(ctx, HLSL_TYPE_SAMPLER);