[PATCH vkd3d] vkd3d-shader/hlsl: Add Gather methods and tests.
Zebediah Figura
zfigura at codeweavers.com
Mon Nov 22 13:02:10 CST 2021
On 11/22/21 9:28 AM, Francisco Casas wrote:
> diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y
> index b7e0409d..8a2c1dd9 100644
> --- a/libs/vkd3d-shader/hlsl.y
> +++ b/libs/vkd3d-shader/hlsl.y
> @@ -1852,6 +1852,84 @@ static bool add_method_call(struct hlsl_ctx *ctx, struct list *instrs, struct hl
> list_add_tail(instrs, &load->node.entry);
> return true;
> }
> + else if (!strcmp(name, "Gather") || !strcmp(name, "GatherRed") || !strcmp(name, "GatherBlue")
> + || !strcmp(name, "GatherGreen") || !strcmp(name, "GatherAlpha"))
> + {
> + const unsigned int sampler_dim = sampler_dim_count(object_type->sampler_dim);
> + enum hlsl_resource_load_type load_type;
> + const struct hlsl_type *sampler_type;
> + struct hlsl_ir_resource_load *load;
> + struct hlsl_ir_load *sampler_load;
> + struct hlsl_type *result_type;
> + struct hlsl_ir_node *coords;
> + int read_channel;
> +
> + if(!strcmp(name, "Gather") || !strcmp(name, "GatherRed")){
> + load_type = HLSL_RESOURCE_GATHER_RED;
> + read_channel = 0;
> + }
> + else if(!strcmp(name, "GatherGreen")){
> + load_type = HLSL_RESOURCE_GATHER_GREEN;
> + read_channel = 1;
> + }
> + else if(!strcmp(name, "GatherBlue")){
> + load_type = HLSL_RESOURCE_GATHER_BLUE;
> + read_channel = 2;
> + }
> + else if(!strcmp(name, "GatherAlpha")){
> + load_type = HLSL_RESOURCE_GATHER_ALPHA;
> + read_channel = 3;
> + } else {
> + assert(!"Unexpected Gather method.");
> + }
> +
> + if (params->args_count != 3 && params->args_count != 4)
> + {
> + hlsl_error(ctx, *loc, VKD3D_SHADER_ERROR_HLSL_WRONG_PARAMETER_COUNT,
> + "Wrong number of arguments to method '%s': expected 3 or 4, but got %u.", name, params->args_count);
> + return false;
> + }
It seems that it's legal to omit the offset parameter as well.
It's also apparently legal to specify a list of four different offsets,
one for each component, for a total of six or seven arguments. That
doesn't necessarily need to be handled here, but it might be a good idea
to at least print a FIXME for it.
> + if (params->args_count >= 3)
> + FIXME("Ignoring offset parameter.\n");
> + if (params->args_count >= 4)
> + FIXME("Ignoring 'status' output parameter.\n");
> +
> + sampler_type = params->args[0]->data_type;
> + if (sampler_type->type != HLSL_CLASS_OBJECT || sampler_type->base_type != HLSL_TYPE_SAMPLER
> + || sampler_type->sampler_dim != HLSL_SAMPLER_DIM_GENERIC)
> + {
> + struct vkd3d_string_buffer *string;
> +
> + if ((string = hlsl_type_to_string(ctx, sampler_type)))
> + hlsl_error(ctx, *loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE,
> + "Wrong type for argument 0 of %s(): expected 'sampler', but got '%s'.", name, string->buffer);
> + hlsl_release_string_buffer(ctx, string);
> + return false;
> + }
> +
> + if(read_channel >= object_type->e.resource_format->dimx){
> + hlsl_error(ctx, *loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE,
> + "Method %s() requires at least %d channels.", name, read_channel+1);
> + return false;
> + }
> +
> + result_type = hlsl_get_vector_type(ctx, object_type->e.resource_format->base_type, 4);
> +
> + /* Only HLSL_IR_LOAD can return an object. */
> + sampler_load = hlsl_ir_load(params->args[0]);
> +
> + if (!(coords = add_implicit_conversion(ctx, instrs, params->args[1],
> + hlsl_get_vector_type(ctx, HLSL_TYPE_FLOAT, sampler_dim), loc)))
> + coords = params->args[1];
> +
> + if (!(load = hlsl_new_resource_load(ctx, result_type,
> + load_type, object_load->src.var, object_load->src.offset.node,
> + sampler_load->src.var, sampler_load->src.offset.node, coords, loc)))
> + return false;
> + list_add_tail(instrs, &load->node.entry);
> + return true;
> +
> + }
> else
> {
> struct vkd3d_string_buffer *string;
> diff --git a/libs/vkd3d-shader/hlsl_sm4.c b/libs/vkd3d-shader/hlsl_sm4.c
> index a95503ee..5f290129 100644
> --- a/libs/vkd3d-shader/hlsl_sm4.c
> +++ b/libs/vkd3d-shader/hlsl_sm4.c
> @@ -753,7 +753,7 @@ struct sm4_instruction
> struct sm4_register reg;
> enum vkd3d_sm4_swizzle_type swizzle_type;
> unsigned int swizzle;
> - } srcs[2];
> + } srcs[3];
> unsigned int src_count;
>
> uint32_t idx[2];
> @@ -1506,6 +1506,61 @@ static void write_sm4_loop(struct hlsl_ctx *ctx,
> write_sm4_instruction(buffer, &instr);
> }
>
> +
> +static void write_sm4_gather(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer,
> + const struct hlsl_type *resource_type, const struct hlsl_ir_node *dst,
> + const struct hlsl_deref *resource, const struct hlsl_deref *sampler, const struct hlsl_ir_node *coords,
> + enum hlsl_resource_load_type load_type)
> +{
> + struct sm4_instruction instr;
> + unsigned int writemask;
> +
> + memset(&instr, 0, sizeof(instr));
> + instr.opcode = VKD3D_SM4_OP_GATHER4;
> +
> + sm4_register_from_node(&instr.dsts[0].reg, &instr.dsts[0].writemask, NULL, dst);
> + instr.dst_count = 1;
> +
> + sm4_register_from_node(&instr.srcs[0].reg, &writemask, &instr.srcs[0].swizzle_type, coords);
> + instr.srcs[0].swizzle = hlsl_swizzle_from_writemask(writemask);
> +
> + sm4_register_from_deref(ctx, &instr.srcs[1].reg, &writemask, &instr.srcs[1].swizzle_type,
> + resource, resource_type);
> + instr.srcs[1].swizzle = hlsl_map_swizzle(hlsl_swizzle_from_writemask(writemask), instr.dsts[0].writemask);
> +
> + sm4_register_from_deref(ctx, &instr.srcs[2].reg, &writemask, NULL,
> + sampler, sampler->var->data_type);
> + instr.srcs[2].reg.type = VKD3D_SM4_RT_SAMPLER;
> + instr.srcs[2].reg.dim = 1;
This should be a VKD3D_SM4_DIMENSION constant (for which I observe VEC4).
> + instr.srcs[2].swizzle_type = VKD3D_SM4_SWIZZLE_VEC4;
I observe VKD3D_SM4_SWIZZLE_SCALAR from native here; do you have an
example with VEC4?
> +
> + switch (load_type){
> + case HLSL_RESOURCE_GATHER_RED:
> + instr.srcs[2].swizzle = HLSL_SWIZZLE(X, X, X, X);
> + break;
> + case HLSL_RESOURCE_GATHER_GREEN:
> + instr.srcs[2].swizzle = HLSL_SWIZZLE(Y, Y, Y, Y);
> + break;
> + case HLSL_RESOURCE_GATHER_BLUE:
> + instr.srcs[2].swizzle = HLSL_SWIZZLE(Z, Z, Z, Z);
> + break;
> + case HLSL_RESOURCE_GATHER_ALPHA:
> + instr.srcs[2].swizzle = HLSL_SWIZZLE(W, W, W, W);
> + break;
> + default:
> + assert(!"Invalid hlsl_resource_load_type.");
> + break;
> + }
It might be simpler code just to pass the swizzle (component) as an
argument to this function.
> + instr.src_count = 3;
> +
> + write_sm4_instruction(buffer, &instr);
> +}
> +
> +
> +
> +
> +
> +
> static void write_sm4_resource_load(struct hlsl_ctx *ctx,
> struct vkd3d_bytecode_buffer *buffer, const struct hlsl_ir_resource_load *load)
> {
> @@ -1527,6 +1582,15 @@ static void write_sm4_resource_load(struct hlsl_ctx *ctx,
> case HLSL_RESOURCE_SAMPLE:
> hlsl_fixme(ctx, load->node.loc, "Resource sample instruction.");
> break;
> +
> + case HLSL_RESOURCE_GATHER_RED:
> + case HLSL_RESOURCE_GATHER_GREEN:
> + case HLSL_RESOURCE_GATHER_BLUE:
> + case HLSL_RESOURCE_GATHER_ALPHA:
> + assert(load->sampler.var);
> + write_sm4_gather(ctx, buffer, resource_type, &load->node, &load->resource,
> + &load->sampler, coords, load->load_type);
> + break;
> }
> }
>
> diff --git a/tests/hlsl-gather.shader_test b/tests/hlsl-gather.shader_test
> new file mode 100644
> index 00000000..6731b77c
> --- /dev/null
> +++ b/tests/hlsl-gather.shader_test
> @@ -0,0 +1,106 @@
> +[sampler 0]
> +filter linear linear linear
> +address clamp clamp clamp
> +
> +[texture 0]
> +size (3, 3)
> +0.0 0.0 0.0 0.4 0.1 0.0 0.5 0.0 0.2 0.0 0.0 0.4
> +0.0 0.1 0.5 0.0 0.1 0.1 0.0 0.4 0.2 0.1 0.5 0.0
> +0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4
> +
> +
> +
> +[pixel shader]
> +sampler s;
> +Texture2D t;
> +
> +float4 main() : sv_target
> +{
> + return t.Gather(s, float2(0.2, 0.2), int2(0 , 0));
> +}
> +
> +[test]
> +draw quad
> +probe all rgba (0.0, 0.1, 0.1, 0.0)
> +
> +
> +
Can you please add a call to GatherRed()?
> +[pixel shader]
> +SamplerState s;
> +Texture2D t;
> +
> +float4 main() : sv_target
> +{
> + return t.GatherGreen(s, float2(0.2, 0.2), int2(0 , 0));
> +}
> +
> +[test]
> +draw quad
> +probe all rgba (0.1, 0.1, 0.0, 0.0)
> +
> +
> +
> +[pixel shader]
> +SamplerState s;
> +Texture2D t;
> +
> +float4 main() : sv_target
> +{
> + return t.GatherGreen(s, float2(0.8, 0.8), int2(0 , 0));
> +}
> +
> +[test]
> +draw quad
> +probe all rgba (0.2, 0.2, 0.1, 0.1)
> +
> +
> +
> +
> +[pixel shader]
> +SamplerState s;
> +Texture2D t;
> +
> +float4 main() : sv_target
> +{
> + return t.GatherGreen(s, float2(0.2, 0.2), int2(0 , 0));
> +}
> +
> +[test]
> +draw quad
> +probe all rgba (0.1, 0.1, 0.0, 0.0)
> +
> +
> +
> +
> +[pixel shader]
> +SamplerState s;
> +Texture2D t;
> +
> +float4 main() : sv_target
> +{
> + return t.GatherBlue(s, float2(0.2, 0.8), int2(0 , 0));
> +}
> +
> +[test]
> +draw quad
> +probe all rgba (0.0, 0.5, 0.0, 0.5)
> +
> +
> +
> +
> +[pixel shader]
> +SamplerState s;
> +Texture2D t;
> +
> +float4 main() : sv_target
> +{
> + return t.GatherAlpha(s, float2(0.2, 0.8), int2(0 , 0));
> +}
> +
> +[test]
> +draw quad
> +probe all rgba (0.4, 0.0, 0.4, 0.0)
> +
> +
> +
> +
>
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