[PATCH vkd3d 1/5] vkd3d-shader/hlsl: Allocate textures for SM4.
Zebediah Figura
zfigura at codeweavers.com
Thu Oct 14 10:56:40 CDT 2021
On 10/14/21 3:45 AM, Matteo Bruni wrote:
> On Tue, Oct 12, 2021 at 4:59 AM Zebediah Figura <zfigura at codeweavers.com> wrote:
>>
>> Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
>> ---
>> libs/vkd3d-shader/hlsl_codegen.c | 63 ++++++++++++++++++++++++++++++++
>> 1 file changed, 63 insertions(+)
>>
>> diff --git a/libs/vkd3d-shader/hlsl_codegen.c b/libs/vkd3d-shader/hlsl_codegen.c
>> index 00fe76b2f..bf93a03df 100644
>> --- a/libs/vkd3d-shader/hlsl_codegen.c
>> +++ b/libs/vkd3d-shader/hlsl_codegen.c
>> @@ -1197,6 +1197,64 @@ static void allocate_buffers(struct hlsl_ctx *ctx)
>> }
>> }
>>
>> +static const struct hlsl_ir_var *get_reserved_texture(struct hlsl_ctx *ctx, uint32_t index)
>> +{
>> + const struct hlsl_ir_var *var;
>> +
>> + LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, const struct hlsl_ir_var, extern_entry)
>> + {
>> + if (var->has_resource_access && var->reg_reservation.type == 't' && var->reg_reservation.index == index)
>> + return var;
>> + }
>> + return NULL;
>> +}
>> +
>> +static void allocate_textures(struct hlsl_ctx *ctx)
>> +{
>> + struct hlsl_ir_var *var;
>> + uint32_t index = 0;
>> +
>> + LIST_FOR_EACH_ENTRY(var, &ctx->extern_vars, struct hlsl_ir_var, extern_entry)
>> + {
>> + if (!var->has_resource_access || var->data_type->type != HLSL_CLASS_OBJECT
>> + || var->data_type->base_type != HLSL_TYPE_TEXTURE)
>> + continue;
>> +
>> + if (var->reg_reservation.type == 't')
>> + {
>> + const struct hlsl_ir_var *reserved_texture = get_reserved_texture(ctx, var->reg_reservation.index);
>> +
>> + if (reserved_texture && reserved_texture != var)
>> + {
>> + hlsl_error(ctx, var->loc, VKD3D_SHADER_ERROR_HLSL_OVERLAPPING_RESERVATIONS,
>> + "Multiple textures bound to t%u.", var->reg_reservation.index);
>> + hlsl_note(ctx, reserved_texture->loc, VKD3D_SHADER_LOG_ERROR,
>> + "Texture '%s' is already bound to t%u.", reserved_texture->name,
>> + var->reg_reservation.index);
>> + }
>> +
>> + var->reg.id = var->reg_reservation.index;
>> + var->reg.allocated = true;
>> + TRACE("Allocated reserved %s to t%u.\n", var->name, index);
>> + }
>> + else if (!var->reg_reservation.type)
>> + {
>> + while (get_reserved_texture(ctx, index))
>> + ++index;
>> +
>> + var->reg.id = index;
>> + var->reg.allocated = true;
>> + TRACE("Allocated %s to t%u.\n", var->name, index);
>> + ++index;
>> + }
>> + else
>> + {
>> + hlsl_error(ctx, var->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_RESERVATION,
>> + "Textures must be bound to register type 't'.");
>> + }
>> + }
>> +}
>
> The reservation lookup seems... suboptimal. It's not new (it's
> basically the same as what we do for buffers already) and probably
> there won't be that many extern variables in the usual cases, so maybe
> this is not going to be an issue in practice. It does kind of raise a
> red flag for me though...
> I guess let's keep this in mind if we ever happen to encounter
> performance issues.
>
I don't like how similar it looks to buffers (and samplers and UAVs),
but it's not clear to me how to deduplicate it while not being horribly
structured.
I certainly haven't seen shaders with a ton of externs yet.
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