[PATCH vkd3d 07/12] vkd3d-shader/hlsl: Replace register offsets with index paths in parse code.
Francisco Casas
fcasas at codeweavers.com
Fri Jul 8 21:23:34 CDT 2022
On 08-07-22 17:28, Zebediah Figura wrote:
> On 7/1/22 16:24, Francisco Casas wrote:
>> +/* Returns the path of a given component within a type, given its index.
>> + * *comp_type will be set to the type of the component.
>> + * *path_len will be set to the lenght of the path.
>> + * Memory should be free afterwards.
>> + */
>> +unsigned int *hlsl_compute_component_path(struct hlsl_ctx *ctx,
>> struct hlsl_type *type,
>> + unsigned int idx, struct hlsl_type **comp_type, unsigned int
>> *path_len)
>
> This is awkward partly because zero is a valid length. Ideally it should
> return bool. More than that, though, it's filling fields of struct
> hlsl_deref, so what about something like
>
> static bool hlsl_deref_from_component_index(struct hlsl_ctx *ctx,
> struct hlsl_deref *deref, struct hlsl_ir_var *var,
> unsigned int index)
>
> This obviously doesn't lend itself nicely to recursion. I ended up
> playing around with this for a bit and came up with the following
> abbreviated code:
>
> unsigned int subtype_index_from_component_index(struct hlsl_ctx *ctx,
> inout const struct hlsl_type **type, inout unsigned int *index)
> {
> assert(index < hlsl_type_component_count(type));
>
> ...
> }
>
> static bool hlsl_deref_from_component_index(struct hlsl_ctx *ctx,
> struct hlsl_deref *deref, struct hlsl_ir_var *var, uint index)
> {
> const struct hlsl_type *type = var->data_type;
> unsigned int *indices;
> size_t index_count;
>
> while (/* type is not 1x1 numeric */)
> {
> indices[index_count++]
> = subtype_index_from_component(ctx, &type, &index);
> }
>
> init_deref(ctx, deref, var, index_count);
> // and so on
> }
>
> Thoughts?
>
At first glance, and assuming we don't need
hlsl_compute_component_path() somewhere else, this seems like a great idea!
I could also use subtype_index_from_component_index() to create a
function to retrieve the component type without retrieving the path. As
this is needed a couple of times.
>> +/* Returns a simple variable derefence, so that the value can be
>> stored and then passed by reference
>> + * to load/store functions. It shall not be modified afterwards. */
>> +struct hlsl_deref hlsl_get_direct_var_deref(struct hlsl_ir_var *var)
>> +{
>> + struct hlsl_deref deref = {};
>> +
>> + deref.var = var;
>> + return deref;
>> +}
>> +
>
> Naming: for consistency with hlsl_new_simple_store() I'd replace
> "direct" with "simple". (Also naming: perhaps hlsl_simple_deref_from_var
> instead, i.e. follow the "X from Y" pattern given what the function is
> doing).
>
> I'm also inclined to say this should take the hlsl_deref as a pointer in
> the first argument, rather than returning a struct.
>
Okay.
>> struct hlsl_ir_resource_load *hlsl_new_resource_load(struct hlsl_ctx
>> *ctx, struct hlsl_type *data_type,
>> - enum hlsl_resource_load_type type, struct hlsl_ir_var
>> *resource, struct hlsl_ir_node *resource_offset,
>> - struct hlsl_ir_var *sampler, struct hlsl_ir_node
>> *sampler_offset, struct hlsl_ir_node *coords,
>> - struct hlsl_ir_node *texel_offset, const struct
>> vkd3d_shader_location *loc)
>> + enum hlsl_resource_load_type type, struct hlsl_deref
>> *resource, struct hlsl_deref *sampler,
>> + struct hlsl_ir_node *coords, struct hlsl_ir_node
>> *texel_offset, const struct vkd3d_shader_location *loc)
>
> Separate patch?
>
Hmm, I will give it a try.
>> @@ -870,10 +1136,8 @@ struct hlsl_ir_resource_load
>> *hlsl_new_resource_load(struct hlsl_ctx *ctx, struc
>> return NULL;
>> init_node(&load->node, HLSL_IR_RESOURCE_LOAD, data_type, *loc);
>> load->load_type = type;
>> - load->resource.var = resource;
>> - hlsl_src_from_node(&load->resource.offset, resource_offset);
>> - load->sampler.var = sampler;
>> - hlsl_src_from_node(&load->sampler.offset, sampler_offset);
>> + deref_copy(ctx, &load->resource, resource);
>> + deref_copy(ctx, &load->sampler, sampler);
>
> Actually that means deref_copy() could be pulled out of this patch,
> right? Just to save another hunk :-)
>
Sure!
>> @@ -334,7 +336,10 @@ static struct hlsl_ir_node *add_cast(struct
>> hlsl_ctx *ctx, struct list *instrs,
>> }
>> }
>> - dst_offset = hlsl_compute_component_offset(ctx, dst_type,
>> dst_idx, &dst_scalar_type);
>> + dst_path = hlsl_compute_component_path(ctx, dst_type,
>> dst_idx, &dst_scalar_type, &dst_path_len);
>> + if (dst_path_len && !dst_path)
>> + return NULL;
>> + vkd3d_free(dst_path);
>
> As far as I can tell we're just doing this so that we can get the right
> destination type to cast into. In that case my inclination is to move
> that cast into hlsl_new_store_component() itself. Same in
> initialize_var_components().
>
We could also use the aforementioned hypothetical function that
retrieves the component type without retrieving the path. I will
evaluate both alternatives.
>> if (!(load = add_load_component(ctx, instrs, node,
>> src_idx, *loc)))
>> return NULL;
>> @@ -343,16 +348,12 @@ static struct hlsl_ir_node *add_cast(struct
>> hlsl_ctx *ctx, struct list *instrs,
>> return NULL;
>> list_add_tail(instrs, &cast->node.entry);
>> - if (!(c = hlsl_new_uint_constant(ctx, dst_offset, loc)))
>> + if (!(store = hlsl_new_store_component(ctx, &block,
>> &var_deref, dst_idx, &cast->node)))
>> return NULL;
>> - list_add_tail(instrs, &c->node.entry);
>> -
>> - if (!(store = hlsl_new_store(ctx, var, &c->node,
>> &cast->node, 0, *loc)))
>> - return NULL;
>> - list_add_tail(instrs, &store->node.entry);
>> + list_move_tail(instrs, &block.instrs);
>> }
>> - if (!(load = hlsl_new_load(ctx, var, NULL, dst_type, *loc)))
>> + if (!(load = hlsl_new_var_load(ctx, var, *loc)))
>> return NULL;
>> list_add_tail(instrs, &load->node.entry);
>
> ...
>
>> @@ -625,22 +626,13 @@ static struct hlsl_ir_jump *add_return(struct
>> hlsl_ctx *ctx, struct list *instrs
>> static struct hlsl_ir_load *add_load_index(struct hlsl_ctx *ctx,
>> struct list *instrs, struct hlsl_ir_node *var_node,
>> struct hlsl_ir_node *idx, const struct vkd3d_shader_location
>> loc)
>> {
>> - struct hlsl_type *elem_type;
>> - struct hlsl_ir_node *offset;
>> struct hlsl_ir_load *load;
>> - struct hlsl_block block;
>> -
>> - elem_type = hlsl_get_type_from_path_index(ctx,
>> var_node->data_type, idx);
>> if (var_node->type == HLSL_IR_LOAD)
>> {
>> const struct hlsl_deref *src = &hlsl_ir_load(var_node)->src;
>> - if (!(offset = hlsl_new_offset_from_path_index(ctx, &block,
>> var_node->data_type, src->offset.node, idx, &loc)))
>> - return NULL;
>> - list_move_tail(instrs, &block.instrs);
>> -
>> - if (!(load = hlsl_new_load(ctx, src->var, offset, elem_type,
>> loc)))
>> + if (!(load = hlsl_new_load_index(ctx, src, idx, loc)))
>> return NULL;
>> list_add_tail(instrs, &load->node.entry);
>> }
>
> Is it possible to introduce hlsl_new_load_index() and
> hlsl_new_load_component() in helper patch(es), the same way we did for
> add_load_index()? Same for stores I think.
>
> (I know this is a lot of splitting, and/or busywork, but the more the
> patch is split, the easier it is to be sure we've caught all the errors.)
>
I fear I may need to add a lot of transitional code, which also requires
to be understood, to keep the program working, so this splitting seems
to be an "economy of scale" thing.
Right now I am not sure how much of this transitional code would be
actually needed. I will give it a try.
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