[PATCH vkd3d 2/5] vkd3d-shader: Introduce a descriptor array symbol type to struct vkd3d_symbol.
Henri Verbeet
hverbeet at gmail.com
Wed Jul 14 06:20:24 CDT 2021
On Fri, 9 Jul 2021 at 07:47, Conor McCarthy <cmccarthy at codeweavers.com> wrote:
> +static uint32_t vkd3d_dxbc_compiler_get_resource_index(struct vkd3d_dxbc_compiler *compiler,
> + const struct vkd3d_shader_register *reg, unsigned int binding_base_idx,
> + enum vkd3d_shader_resource_type resource_type)
> +{
> + struct vkd3d_shader_register_index index = reg->idx[1];
> + uint32_t index_id;
> +
> + if (index.rel_addr)
> + {
> + FIXME("Descriptor dynamic indexing is not supported.\n");
> + vkd3d_dxbc_compiler_error(compiler, VKD3D_SHADER_ERROR_SPV_DESCRIPTOR_IDX_UNSUPPORTED,
> + "Cannot dynamically index a descriptor array of type %#x, id %u. "
> + "Dynamic indexing is not supported.", reg->type, reg->idx[0].offset);
> + }
> +
> + index.offset -= binding_base_idx;
> + index_id = vkd3d_dxbc_compiler_emit_register_addressing(compiler, &index);
> +
> + return index_id;
> +}
> +
"resource_type" is unused here.
Would it make sense to name this
vkd3d_dxbc_compiler_get_descriptor_index() instead?
> +static uint32_t vkd3d_dxbc_compiler_get_resource_variable(struct vkd3d_dxbc_compiler *compiler,
> + const struct vkd3d_symbol_descriptor_array_data *array_data, uint32_t ptr_type_id,
> + const struct vkd3d_shader_register *reg, const struct vkd3d_shader_descriptor_binding *binding,
> + const struct vkd3d_symbol **array_symbol)
> +{
> + struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
> +
> + if (array_data->contained_type_id)
> + {
> + struct vkd3d_symbol *array_symbol_entry;
> + struct vkd3d_symbol symbol;
> + struct rb_entry *entry;
> +
> + /* Declare one array variable per Vulkan binding, and use it for all array declarations
> + * which map to it. In this case ptr_type_id must point to an array type. */
> + symbol.type = VKD3D_SYMBOL_DESCRIPTOR_ARRAY;
> + memset(&symbol.key, 0, sizeof(symbol.key));
> + symbol.key.descriptor_array.ptr_type_id = ptr_type_id;
> + symbol.key.descriptor_array.set = binding->set;
> + symbol.key.descriptor_array.binding = binding->binding;
> + if ((entry = rb_get(&compiler->symbol_table, &symbol)))
> + {
> + array_symbol_entry = RB_ENTRY_VALUE(entry, struct vkd3d_symbol, entry);
> + *array_symbol = array_symbol_entry;
> + return array_symbol_entry->id;
> + }
> +
> + symbol.id = vkd3d_spirv_build_op_variable(builder, &builder->global_stream,
> + ptr_type_id, array_data->storage_class, 0);
> + symbol.descriptor_array = NULL;
> + vkd3d_dxbc_compiler_emit_descriptor_binding(compiler, symbol.id, binding);
> + vkd3d_dxbc_compiler_emit_register_debug_name(builder, symbol.id, reg);
> +
> + symbol.info.descriptor_array = *array_data;
> + *array_symbol = vkd3d_dxbc_compiler_put_symbol(compiler, &symbol);
> +
> + return symbol.id;
> + }
> + else
> + {
> + uint32_t var_id = vkd3d_spirv_build_op_variable(builder, &builder->global_stream,
> + ptr_type_id, array_data->storage_class, 0);
> + vkd3d_dxbc_compiler_emit_descriptor_binding(compiler, var_id, binding);
> + vkd3d_dxbc_compiler_emit_register_debug_name(builder, var_id, reg);
> + *array_symbol = NULL;
> + return var_id;
> + }
> +}
> +
It seems nicer to handle the non-arrayed case first, and then save an
indentation level on the arrayed case. I.e.:
static uint32_t vkd3d_dxbc_compiler_get_resource_variable(...)
{
...
if (!array_data->contained_type_id)
{
...
return var_id;
}
...
return symbol.id;
}
> +static uint32_t vkd3d_dxbc_compiler_build_resource_variable(struct vkd3d_dxbc_compiler *compiler,
> + SpvStorageClass storage_class, uint32_t type_id, const struct vkd3d_shader_register *reg,
> + const struct vkd3d_shader_descriptor_binding *binding, unsigned int binding_base_idx,
> + bool array_variable, const struct vkd3d_symbol **array_symbol)
> +{
> + struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
> + struct vkd3d_symbol_descriptor_array_data array_data;
> + uint32_t ptr_type_id;
> +
> + array_data.storage_class = storage_class;
> + array_data.contained_type_id = 0;
> + array_data.binding_base_idx = binding_base_idx;
> + if (array_variable)
> + {
> + array_data.contained_type_id = type_id;
> + type_id = vkd3d_spirv_get_op_type_array(builder, type_id,
> + vkd3d_dxbc_compiler_get_constant_uint(compiler, binding->count));
> + }
> + ptr_type_id = vkd3d_spirv_get_op_type_pointer(builder, array_data.storage_class, type_id);
> +
> + return vkd3d_dxbc_compiler_get_resource_variable(compiler, &array_data, ptr_type_id, reg, binding, array_symbol);
> +}
> +
Would it make sense to name this
vkd3d_dxbc_compiler_build_descriptor_variable() instead?
I think we can just merge vkd3d_dxbc_compiler_get_resource_variable()
into this function, which would then allow for some simplifications of
the combined function.
> static void vkd3d_dxbc_compiler_emit_dcl_constant_buffer(struct vkd3d_dxbc_compiler *compiler,
> const struct vkd3d_shader_instruction *instruction)
> {
> - uint32_t vec4_id, array_type_id, length_id, struct_id, pointer_type_id, var_id;
> const struct vkd3d_shader_constant_buffer *cb = &instruction->declaration.cb;
> struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
> + uint32_t vec4_id, array_type_id, length_id, struct_id, var_id;
> const SpvStorageClass storage_class = SpvStorageClassUniform;
> const struct vkd3d_shader_register *reg = &cb->src.reg;
> struct vkd3d_push_constant_buffer_binding *push_cb;
> + struct vkd3d_shader_descriptor_binding binding;
> + const struct vkd3d_symbol *array_symbol;
> struct vkd3d_symbol reg_symbol;
> + unsigned int binding_base_idx;
>
> assert(!(instruction->flags & ~VKD3DSI_INDEXED_DYNAMIC));
>
> @@ -5321,18 +5448,16 @@ static void vkd3d_dxbc_compiler_emit_dcl_constant_buffer(struct vkd3d_dxbc_compi
> vkd3d_spirv_build_op_member_decorate1(builder, struct_id, 0, SpvDecorationOffset, 0);
> vkd3d_spirv_build_op_name(builder, struct_id, "cb%u_struct", cb->size);
>
> - pointer_type_id = vkd3d_spirv_get_op_type_pointer(builder, storage_class, struct_id);
> - var_id = vkd3d_spirv_build_op_variable(builder, &builder->global_stream,
> - pointer_type_id, storage_class, 0);
> -
> - vkd3d_dxbc_compiler_emit_descriptor_binding_for_reg(compiler,
> - var_id, reg, &cb->range, VKD3D_SHADER_RESOURCE_BUFFER, false);
> + binding = vkd3d_dxbc_compiler_get_descriptor_binding(compiler, reg, &cb->range,
> + VKD3D_SHADER_RESOURCE_BUFFER, false, &binding_base_idx);
>
> - vkd3d_dxbc_compiler_emit_register_debug_name(builder, var_id, reg);
> + var_id = vkd3d_dxbc_compiler_build_resource_variable(compiler, storage_class, struct_id,
> + reg, &binding, binding_base_idx, binding.count != 1 || cb->range.last == ~0u, &array_symbol);
>
> vkd3d_symbol_make_register(®_symbol, reg);
> vkd3d_symbol_set_register_info(®_symbol, var_id, storage_class,
> VKD3D_SHADER_COMPONENT_FLOAT, VKD3DSP_WRITEMASK_ALL);
> + reg_symbol.descriptor_array = array_symbol;
> vkd3d_dxbc_compiler_put_symbol(compiler, ®_symbol);
> }
>
Somewhat similarly, if we passed a vkd3d_shader_register_range
structure and resource type to
vkd3d_dxbc_compiler_build_resource_variable(), we could move the
vkd3d_dxbc_compiler_get_descriptor_binding() call into
vkd3d_dxbc_compiler_build_resource_variable(), and then drop the
"binding", "binding_base_idx", and "array_variable" parameters.
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