[PATCH vkd3d 2/6] vkd3d-shader/hlsl: Write SM4 store instructions.
Giovanni Mascellani
gmascellani at codeweavers.com
Fri Aug 27 04:01:11 CDT 2021
Hi,
Il 24/08/21 08:18, Zebediah Figura ha scritto:
> Signed-off-by: Zebediah Figura <zfigura at 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_ir_function_decl *entry_func, struct dxbc_writer *dxbc)
> {
> const struct hlsl_profile_info *profile = ctx->profile;
> struct vkd3d_bytecode_buffer buffer = {0};
> const struct hlsl_buffer *cbuffer;
> + 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.
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