[PATCH vkd3d v2] vkd3d-shader/hlsl: Add Gather methods and tests.
Giovanni Mascellani
gmascellani at codeweavers.com
Fri Nov 26 03:35:47 CST 2021
Hi,
the patch looks mostly fine, but...
On 23/11/21 17:36, Francisco Casas wrote:
> +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,
> + unsigned int swizzle)
> +{
> + struct sm4_instruction instr;
> + unsigned int writemask;
> +
> + assert(sampler->var);
> +
> + 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 = VKD3D_SM4_DIMENSION_VEC4;
> + instr.srcs[2].swizzle_type = VKD3D_SM4_SWIZZLE_SCALAR;
> + instr.srcs[2].swizzle = swizzle;
> +
> + instr.src_count = 3;
> +
> + write_sm4_instruction(buffer, &instr);
> +}
Zebediah has already submitted a patch (220300 should be the last
revision) that adds support for samplers in sm4_register_from_deref. I
think you should wait for that patch to be accepted and then rebase on
it (of course using the swizzle_type override mechanism you introduced,
because Zeb's code defaults to _SWIZZLE_NONE).
If Matteo hasn't done that yet by then, you might also add another
commit to fix the swizzle_type thing in the texture branch.
Thanks, Giovanni.
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