Zebediah Figura : vkd3d-shader/hlsl: Write data types into the RDEF section.

Alexandre Julliard julliard at winehq.org
Thu Aug 19 15:57:48 CDT 2021


Module: vkd3d
Branch: master
Commit: b89b02d21f3d7d1f0bd14f46145e87d6d62e263f
URL:    https://source.winehq.org/git/vkd3d.git/?a=commit;h=b89b02d21f3d7d1f0bd14f46145e87d6d62e263f

Author: Zebediah Figura <zfigura at codeweavers.com>
Date:   Tue Aug 17 12:39:00 2021 -0500

vkd3d-shader/hlsl: Write data types into the RDEF section.

Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 include/vkd3d_d3dcommon.idl  |  70 +++++++++++++++++++
 libs/vkd3d-shader/hlsl_sm4.c | 160 ++++++++++++++++++++++++++++++++++++++++++-
 2 files changed, 228 insertions(+), 2 deletions(-)

diff --git a/include/vkd3d_d3dcommon.idl b/include/vkd3d_d3dcommon.idl
index 97765c8..0359a74 100644
--- a/include/vkd3d_d3dcommon.idl
+++ b/include/vkd3d_d3dcommon.idl
@@ -115,6 +115,19 @@ typedef enum _D3D_SHADER_INPUT_TYPE
     D3D_SIT_UAV_RWSTRUCTURED_WITH_COUNTER,
 } D3D_SHADER_INPUT_TYPE;
 
+typedef enum _D3D_SHADER_VARIABLE_CLASS
+{
+    D3D_SVC_SCALAR,
+    D3D_SVC_VECTOR,
+    D3D_SVC_MATRIX_ROWS,
+    D3D_SVC_MATRIX_COLUMNS,
+    D3D_SVC_OBJECT,
+    D3D_SVC_STRUCT,
+    D3D_SVC_INTERFACE_CLASS,
+    D3D_SVC_INTERFACE_POINTER,
+    D3D_SVC_FORCE_DWORD = 0x7fffffff,
+} D3D_SHADER_VARIABLE_CLASS;
+
 typedef enum _D3D_SHADER_VARIABLE_FLAGS
 {
     D3D_SVF_USERPACKED          = 0x01,
@@ -124,6 +137,63 @@ typedef enum _D3D_SHADER_VARIABLE_FLAGS
     D3D_SVF_FORCE_DWORD         = 0x7fffffff,
 } D3D_SHADER_VARIABLE_FLAGS;
 
+typedef enum _D3D_SHADER_VARIABLE_TYPE
+{
+    D3D_SVT_VOID,
+    D3D_SVT_BOOL,
+    D3D_SVT_INT,
+    D3D_SVT_FLOAT,
+    D3D_SVT_STRING,
+    D3D_SVT_TEXTURE,
+    D3D_SVT_TEXTURE1D,
+    D3D_SVT_TEXTURE2D,
+    D3D_SVT_TEXTURE3D,
+    D3D_SVT_TEXTURECUBE,
+    D3D_SVT_SAMPLER,
+    D3D_SVT_SAMPLER1D,
+    D3D_SVT_SAMPLER2D,
+    D3D_SVT_SAMPLER3D,
+    D3D_SVT_SAMPLERCUBE,
+    D3D_SVT_PIXELSHADER,
+    D3D_SVT_VERTEXSHADER,
+    D3D_SVT_PIXELFRAGMENT,
+    D3D_SVT_VERTEXFRAGMENT,
+    D3D_SVT_UINT,
+    D3D_SVT_UINT8,
+    D3D_SVT_GEOMETRYSHADER,
+    D3D_SVT_RASTERIZER,
+    D3D_SVT_DEPTHSTENCIL,
+    D3D_SVT_BLEND,
+    D3D_SVT_BUFFER,
+    D3D_SVT_CBUFFER,
+    D3D_SVT_TBUFFER,
+    D3D_SVT_TEXTURE1DARRAY,
+    D3D_SVT_TEXTURE2DARRAY,
+    D3D_SVT_RENDERTARGETVIEW,
+    D3D_SVT_DEPTHSTENCILVIEW,
+    D3D_SVT_TEXTURE2DMS,
+    D3D_SVT_TEXTURE2DMSARRAY,
+    D3D_SVT_TEXTURECUBEARRAY,
+    D3D_SVT_HULLSHADER,
+    D3D_SVT_DOMAINSHADER,
+    D3D_SVT_INTERFACE_POINTER,
+    D3D_SVT_COMPUTESHADER,
+    D3D_SVT_DOUBLE,
+    D3D_SVT_RWTEXTURE1D,
+    D3D_SVT_RWTEXTURE1DARRAY,
+    D3D_SVT_RWTEXTURE2D,
+    D3D_SVT_RWTEXTURE2DARRAY,
+    D3D_SVT_RWTEXTURE3D,
+    D3D_SVT_RWBUFFER,
+    D3D_SVT_BYTEADDRESS_BUFFER,
+    D3D_SVT_RWBYTEADDRESS_BUFFER,
+    D3D_SVT_STRUCTURED_BUFFER,
+    D3D_SVT_RWSTRUCTURED_BUFFER,
+    D3D_SVT_APPEND_STRUCTURED_BUFFER,
+    D3D_SVT_CONSUME_STRUCTURED_BUFFER,
+    D3D_SVT_FORCE_DWORD = 0x7fffffff,
+} D3D_SHADER_VARIABLE_TYPE;
+
 [
     uuid(8ba5fb08-5195-40e2-ac58-0d989c3a0102),
     object,
diff --git a/libs/vkd3d-shader/hlsl_sm4.c b/libs/vkd3d-shader/hlsl_sm4.c
index e9cfa2b..cba56ee 100644
--- a/libs/vkd3d-shader/hlsl_sm4.c
+++ b/libs/vkd3d-shader/hlsl_sm4.c
@@ -23,14 +23,155 @@
 #include "vkd3d_d3dcommon.h"
 #include "sm4.h"
 
+static const struct hlsl_type *get_array_type(const struct hlsl_type *type)
+{
+    if (type->type == HLSL_CLASS_ARRAY)
+        return get_array_type(type->e.array.type);
+    return type;
+}
+
+static unsigned int get_array_size(const struct hlsl_type *type)
+{
+    if (type->type == HLSL_CLASS_ARRAY)
+        return get_array_size(type->e.array.type) * type->e.array.elements_count;
+    return 1;
+}
+
+static D3D_SHADER_VARIABLE_CLASS sm4_class(const struct hlsl_type *type)
+{
+    switch (type->type)
+    {
+        case HLSL_CLASS_ARRAY:
+            return sm4_class(type->e.array.type);
+        case HLSL_CLASS_MATRIX:
+            assert(type->modifiers & HLSL_MODIFIERS_MAJORITY_MASK);
+            if (type->modifiers & HLSL_MODIFIER_COLUMN_MAJOR)
+                return D3D_SVC_MATRIX_COLUMNS;
+            else
+                return D3D_SVC_MATRIX_ROWS;
+        case HLSL_CLASS_OBJECT:
+            return D3D_SVC_OBJECT;
+        case HLSL_CLASS_SCALAR:
+            return D3D_SVC_SCALAR;
+        case HLSL_CLASS_STRUCT:
+            return D3D_SVC_STRUCT;
+        case HLSL_CLASS_VECTOR:
+            return D3D_SVC_VECTOR;
+        default:
+            ERR("Invalid class %#x.\n", type->type);
+            assert(0);
+            return 0;
+    }
+}
+
+static D3D_SHADER_VARIABLE_TYPE sm4_base_type(const struct hlsl_type *type)
+{
+    switch (type->base_type)
+    {
+        case HLSL_TYPE_BOOL:
+            return D3D_SVT_BOOL;
+        case HLSL_TYPE_FLOAT:
+        case HLSL_TYPE_HALF:
+            return D3D_SVT_FLOAT;
+        case HLSL_TYPE_INT:
+            return D3D_SVT_INT;
+        case HLSL_TYPE_PIXELSHADER:
+            return D3D_SVT_PIXELSHADER;
+        case HLSL_TYPE_SAMPLER:
+            switch (type->sampler_dim)
+            {
+                case HLSL_SAMPLER_DIM_1D:
+                    return D3D_SVT_SAMPLER1D;
+                case HLSL_SAMPLER_DIM_2D:
+                    return D3D_SVT_SAMPLER2D;
+                case HLSL_SAMPLER_DIM_3D:
+                    return D3D_SVT_SAMPLER3D;
+                case HLSL_SAMPLER_DIM_CUBE:
+                    return D3D_SVT_SAMPLERCUBE;
+                case HLSL_SAMPLER_DIM_GENERIC:
+                    return D3D_SVT_SAMPLER;
+                default:
+                    assert(0);
+            }
+            break;
+        case HLSL_TYPE_STRING:
+            return D3D_SVT_STRING;
+        case HLSL_TYPE_TEXTURE:
+            switch (type->sampler_dim)
+            {
+                case HLSL_SAMPLER_DIM_1D:
+                    return D3D_SVT_TEXTURE1D;
+                case HLSL_SAMPLER_DIM_2D:
+                    return D3D_SVT_TEXTURE2D;
+                case HLSL_SAMPLER_DIM_3D:
+                    return D3D_SVT_TEXTURE3D;
+                case HLSL_SAMPLER_DIM_CUBE:
+                    return D3D_SVT_TEXTURECUBE;
+                case HLSL_SAMPLER_DIM_GENERIC:
+                    return D3D_SVT_TEXTURE;
+                default:
+                    assert(0);
+            }
+            break;
+        case HLSL_TYPE_UINT:
+            return D3D_SVT_UINT;
+        case HLSL_TYPE_VERTEXSHADER:
+            return D3D_SVT_VERTEXSHADER;
+        case HLSL_TYPE_VOID:
+            return D3D_SVT_VOID;
+        default:
+            assert(0);
+    }
+    assert(0);
+    return 0;
+}
+
+static void write_sm4_type(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer, struct hlsl_type *type)
+{
+    const struct hlsl_type *array_type = get_array_type(type);
+    unsigned int field_count = 0, array_size = 0;
+    struct hlsl_struct_field *field;
+    size_t fields_offset = 0;
+
+    if (type->bytecode_offset)
+        return;
+
+    if (type->type == HLSL_CLASS_ARRAY)
+        array_size = get_array_size(type);
+
+    if (array_type->type == HLSL_CLASS_STRUCT)
+    {
+        LIST_FOR_EACH_ENTRY(field, array_type->e.elements, struct hlsl_struct_field, entry)
+        {
+            field->name_bytecode_offset = put_string(buffer, field->name);
+            write_sm4_type(ctx, buffer, field->type);
+        }
+
+        fields_offset = bytecode_get_size(buffer);
+
+        LIST_FOR_EACH_ENTRY(field, array_type->e.elements, struct hlsl_struct_field, entry)
+        {
+            put_u32(buffer, field->name_bytecode_offset);
+            put_u32(buffer, field->type->bytecode_offset);
+            put_u32(buffer, field->reg_offset);
+            ++field_count;
+        }
+    }
+
+    type->bytecode_offset = put_u32(buffer, sm4_class(type) | (sm4_base_type(type) << 16));
+    put_u32(buffer, type->dimy | (type->dimx << 16));
+    put_u32(buffer, array_size | (field_count << 16));
+    put_u32(buffer, fields_offset);
+}
+
 static void write_sm4_rdef(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc)
 {
     size_t cbuffers_offset, resources_offset, creator_offset, string_offset;
     size_t cbuffer_position, resource_position, creator_position;
     const struct hlsl_profile_info *profile = ctx->profile;
     struct vkd3d_bytecode_buffer buffer = {0};
+    unsigned int cbuffer_count = 0, i, j;
     const struct hlsl_buffer *cbuffer;
-    unsigned int cbuffer_count = 0, i;
 
     static const uint16_t target_types[] =
     {
@@ -150,10 +291,25 @@ static void write_sm4_rdef(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc)
                 put_u32(&buffer, var->buffer_offset);
                 put_u32(&buffer, var->data_type->reg_size * sizeof(float));
                 put_u32(&buffer, flags);
-                put_u32(&buffer, 0); /* FIXME: type */
+                put_u32(&buffer, 0); /* type */
                 put_u32(&buffer, 0); /* FIXME: default value */
             }
         }
+
+        j = 0;
+        LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
+        {
+            if (var->is_uniform && var->buffer == cbuffer)
+            {
+                size_t var_offset = vars_start + j * 6 * sizeof(uint32_t);
+                size_t string_offset = put_string(&buffer, var->name);
+
+                set_u32(&buffer, var_offset, string_offset);
+                write_sm4_type(ctx, &buffer, var->data_type);
+                set_u32(&buffer, var_offset + 4 * sizeof(uint32_t), var->data_type->bytecode_offset);
+                ++j;
+            }
+        }
     }
 
     creator_offset = put_string(&buffer, vkd3d_shader_get_version(NULL, NULL));




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