[PATCH 2/3] vkd3d-shader: Normalize descriptor declaration registers to SM5.1.

Henri Verbeet hverbeet at gmail.com
Wed Jul 7 12:31:25 CDT 2021


On Wed, 7 Jul 2021 at 03:20, Conor McCarthy <cmccarthy at codeweavers.com> wrote:
> -static void shader_dump_register(struct vkd3d_d3d_asm_compiler *compiler, const struct vkd3d_shader_register *reg)
> +static void shader_dump_register(struct vkd3d_d3d_asm_compiler *compiler, const struct vkd3d_shader_register *reg,
> +        bool is_descriptor_declaration)
>  {
I think technically we would only need to know whether the register is
part of a declaration; shader_dump_register() should be able to figure
out whether something is a descriptor on its own.

> @@ -1057,15 +1058,20 @@ static void shader_dump_register(struct vkd3d_d3d_asm_compiler *compiler, const
>                  vkd3d_string_buffer_printf(buffer, "%u%s", offset, compiler->colours.reset);
>              }
>
> -            /* For CBs in sm < 5.1 we move the buffer offset from idx[1] to idx[2]
> -             * to normalise it with 5.1.
> -             * Here we should ignore it if it's a CB in sm < 5.1. */
> -            if (reg->idx[1].offset != ~0u &&
> -                    (reg->type != VKD3DSPR_CONSTBUFFER || shader_ver_ge(&compiler->shader_version, 5, 1)))
> -                shader_print_subscript(compiler, reg->idx[1].offset, reg->idx[1].rel_addr);
> +            /* For descriptors in sm < 5.1 we move the reg->idx values up one slot
> +             * to normalise with 5.1. */
> +            if (shader_ver_ge(&compiler->shader_version, 5, 1) && is_descriptor_declaration)
> +            {
> +                shader_print_subscript(compiler, reg->idx[1].offset, NULL);
> +            }
> +            else
> +            {
> +                if (reg->idx[1].offset != ~0u)
> +                    shader_print_subscript(compiler, reg->idx[1].offset, reg->idx[1].rel_addr);
>
> -            if (reg->idx[2].offset != ~0u)
> -                shader_print_subscript(compiler, reg->idx[2].offset, reg->idx[2].rel_addr);
> +                if (reg->idx[2].offset != ~0u)
> +                    shader_print_subscript(compiler, reg->idx[2].offset, reg->idx[2].rel_addr);
> +            }
>          }
That doesn't do the right thing. For example:

before this patch:
    ps_5_0
    dcl_globalFlags refactoringAllowed
    dcl_constantBuffer cb0[1], immediateIndexed
    dcl_sampler s0
    dcl_resource_texturecube(float,float,float,float) t0
    ...
    switch cb0[0].x
    ...
after:
    ps_5_0
    dcl_globalFlags refactoringAllowed
    dcl_constantBuffer cb0[0][1], immediateIndexed
    dcl_sampler s0[0]
    dcl_resource_texturecube(float,float,float,float) t0[0]
    ...
    switch cb0[0][0].x
    ...



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