[PATCH vkd3d 07/12] vkd3d-shader/hlsl: Support matrix indexing.
Zebediah Figura
zfigura at codeweavers.com
Wed Apr 20 13:28:30 CDT 2022
On 4/18/22 01:34, Giovanni Mascellani wrote:
> Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>
> ---
> libs/vkd3d-shader/hlsl.y | 87 +++++++++++++++++++++++++-
> tests/hlsl-matrix-indexing.shader_test | 8 +--
> 2 files changed, 88 insertions(+), 7 deletions(-)
>
> diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y
> index 291f8392..b6a8e496 100644
> --- a/libs/vkd3d-shader/hlsl.y
> +++ b/libs/vkd3d-shader/hlsl.y
> @@ -581,6 +581,89 @@ static bool add_record_load(struct hlsl_ctx *ctx, struct list *instrs, struct hl
> return !!add_load(ctx, instrs, record, &c->node, field->type, loc);
> }
>
> +static struct hlsl_ir_expr *add_binary_arithmetic_expr(struct hlsl_ctx *ctx, struct list *instrs,
> + enum hlsl_ir_expr_op op, struct hlsl_ir_node *arg1, struct hlsl_ir_node *arg2,
> + const struct vkd3d_shader_location *loc);
> +
> +static struct hlsl_ir_node *compute_matrix_offset(struct hlsl_ctx *ctx, struct list *instrs,
> + struct hlsl_type *type, struct hlsl_ir_node *x, struct hlsl_ir_node *y,
> + const struct vkd3d_shader_location *loc)
> +{
> + struct hlsl_ir_node *major, *minor;
> + struct hlsl_ir_expr *mul, *add;
> + struct hlsl_ir_constant *four;
> +
> + if (type->modifiers & HLSL_MODIFIER_ROW_MAJOR)
> + {
> + minor = x;
> + major = y;
> + }
> + else
> + {
> + minor = y;
> + major = x;
> + }
> +
> + if (!(four = hlsl_new_uint_constant(ctx, 4, loc)))
> + return NULL;
> + list_add_tail(instrs, &four->node.entry);
> +
> + if (!(mul = add_binary_arithmetic_expr(ctx, instrs, HLSL_OP2_MUL, &four->node, major, loc)))
> + return NULL;
> +
> + if (!(add = add_binary_arithmetic_expr(ctx, instrs, HLSL_OP2_ADD, &mul->node, minor, loc)))
> + return NULL;
Why do we need this, and not just hlsl_new_binary_expr()? We already
cast the index to a scalar uint.
In general I think we want to avoid using add_*() helpers if possible,
where not triggered directly by user code.
> +
> + return &add->node;
> +}
> +
> +static bool add_matrix_load(struct hlsl_ctx *ctx, struct list *instrs,
> + struct hlsl_ir_node *matrix, struct hlsl_ir_node *index, const struct vkd3d_shader_location *loc)
How about add_matrix_index() instead?
> +{
> + struct hlsl_type *mat_type = matrix->data_type, *ret_type, *scal_type;
> + static unsigned int counter = 0;
> + struct hlsl_ir_load *load;
> + struct hlsl_ir_var *var;
> + unsigned int i;
> + char name[32];
> +
> + ret_type = hlsl_get_vector_type(ctx, mat_type->base_type, mat_type->dimx);
> + scal_type = hlsl_get_scalar_type(ctx, mat_type->base_type);
> +
> + sprintf(name, "<index-%x>", counter++);
Please always use # for hexadecimal formats (or, in this case, %u may be
better). I see the constructor path doesn't, but we should change that.
> + var = hlsl_new_synthetic_var(ctx, name, ret_type, *loc);
> + if (!var)
> + return false;
> +
> + for (i = 0; i < mat_type->dimx; ++i)
> + {
> + struct hlsl_ir_node *offset;
> + struct hlsl_ir_store *store;
> + struct hlsl_ir_load *value;
> + struct hlsl_ir_constant *c;
> +
> + if (!(c = hlsl_new_uint_constant(ctx, i, loc)))
> + return false;
> + list_add_tail(instrs, &c->node.entry);
> +
> + if (!(offset = compute_matrix_offset(ctx, instrs, mat_type, &c->node, index, loc)))
> + return false;
The signature of this function feels awkward to me. Could we fold the
subsequent add_load() call into it, and call it something like
add_matrix_scalar_load() instead? Note also that it'd be useful for
matrix swizzles in that case, since I think we want to stop generating
HLSL_IR_SWIZZLE instructions for those.
> +
> + if (!(value = add_load(ctx, instrs, matrix, offset, scal_type, *loc)))
> + return false;
> +
> + if (!(store = hlsl_new_store(ctx, var, &c->node, &value->node, 0, *loc)))
> + return false;
> + list_add_tail(instrs, &store->node.entry);
> + }
> +
> + if (!(load = hlsl_new_load(ctx, var, NULL, ret_type, *loc)))
hlsl_new_var_load(ctx, var, *loc)
> + return false;
> + list_add_tail(instrs, &load->node.entry);
> +
> + return true;
> +}
> +
> static bool add_array_load(struct hlsl_ctx *ctx, struct list *instrs, struct hlsl_ir_node *array,
> struct hlsl_ir_node *index, const struct vkd3d_shader_location loc)
> {
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