[PATCH vkd3d 6/7] vkd3d-shader: Use flag values for register modifiers.
Zebediah Figura (she/her)
zfigura at codeweavers.com
Fri Aug 13 10:38:25 CDT 2021
On 8/13/21 9:55 AM, Conor McCarthy wrote:
> Prevents an unhandled flag from causing all flags to be skipped.
> Based in part on a vkd3d-proton patch by Philip Rebohle.
>
> Signed-off-by: Conor McCarthy <cmccarthy at codeweavers.com>
> ---
> libs/vkd3d-shader/dxbc.c | 13 ++++++++-----
> libs/vkd3d-shader/sm4.h | 8 ++++----
> 2 files changed, 12 insertions(+), 9 deletions(-)
>
> diff --git a/libs/vkd3d-shader/dxbc.c b/libs/vkd3d-shader/dxbc.c
> index fab19046..412b9267 100644
> --- a/libs/vkd3d-shader/dxbc.c
> +++ b/libs/vkd3d-shader/dxbc.c
> @@ -1133,8 +1133,9 @@ static bool shader_sm4_read_param(struct vkd3d_sm4_data *priv, const DWORD **ptr
> return false;
> }
> m = *(*ptr)++;
> + m = (m & VKD3D_SM4_REGISTER_MODIFIER_MASK) >> VKD3D_SM4_REGISTER_MODIFIER_SHIFT;
>
> - switch (m)
> + switch (m & (VKD3D_SM4_REGISTER_MODIFIER_ABS | VKD3D_SM4_REGISTER_MODIFIER_NEGATE))
> {
> case VKD3D_SM4_REGISTER_MODIFIER_NEGATE:
> *modifier = VKD3DSPSM_NEG;
> @@ -1144,17 +1145,19 @@ static bool shader_sm4_read_param(struct vkd3d_sm4_data *priv, const DWORD **ptr
> *modifier = VKD3DSPSM_ABS;
> break;
>
> - case VKD3D_SM4_REGISTER_MODIFIER_ABS_NEGATE:
> + case VKD3D_SM4_REGISTER_MODIFIER_ABS | VKD3D_SM4_REGISTER_MODIFIER_NEGATE:
> *modifier = VKD3DSPSM_ABSNEG;
> break;
>
> default:
> - FIXME("Skipping modifier 0x%08x.\n", m);
> - /* fall-through */
> - case VKD3D_SM4_REGISTER_MODIFIER_NONE:
> *modifier = VKD3DSPSM_NONE;
> break;
> }
> + m &= ~(VKD3D_SM4_REGISTER_MODIFIER_ABS | VKD3D_SM4_REGISTER_MODIFIER_NEGATE);
> +
> + if (m)
> + FIXME("Skipping modifier flags 0x%08x.\n", m);
> +
> }
> else
> {
> diff --git a/libs/vkd3d-shader/sm4.h b/libs/vkd3d-shader/sm4.h
> index 335f0161..e8dbeb4b 100644
> --- a/libs/vkd3d-shader/sm4.h
> +++ b/libs/vkd3d-shader/sm4.h
> @@ -94,6 +94,8 @@
> #define VKD3D_SM4_OPCODE_MASK 0xff
>
> #define VKD3D_SM4_REGISTER_MODIFIER (0x1u << 31)
> +#define VKD3D_SM4_REGISTER_MODIFIER_SHIFT 1
> +#define VKD3D_SM4_REGISTER_MODIFIER_MASK (0x7FFFFFFF << VKD3D_SM4_REGISTER_MODIFIER_SHIFT)
>
> #define VKD3D_SM4_ADDRESSING_SHIFT2 28
> #define VKD3D_SM4_ADDRESSING_MASK2 (0x3u << VKD3D_SM4_ADDRESSING_SHIFT2)
> @@ -383,10 +385,8 @@ enum vkd3d_sm4_register_type
>
> enum vkd3d_sm4_register_modifier
> {
> - VKD3D_SM4_REGISTER_MODIFIER_NONE = 0x01,
> - VKD3D_SM4_REGISTER_MODIFIER_NEGATE = 0x41,
> - VKD3D_SM4_REGISTER_MODIFIER_ABS = 0x81,
> - VKD3D_SM4_REGISTER_MODIFIER_ABS_NEGATE = 0xc1,
> + VKD3D_SM4_REGISTER_MODIFIER_NEGATE = 0x20,
> + VKD3D_SM4_REGISTER_MODIFIER_ABS = 0x40,
> };
>
> enum vkd3d_sm4_output_primitive_type
>
For what it's worth, according to Microsoft ([1] s.v.
D3D10_SB_OPERAND_MODIFIER) the shift and mask here is different. Not
that we necessarily have to follow that, though.
[1]
https://github.com/microsoft/DirectXShaderCompiler/blob/cb485263b75495015e2a77cc438e72dc813ea287/include/dxc/Support/d3d12TokenizedProgramFormat.hpp
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