[PATCH vkd3d v2] vkd3d-shader/hlsl: Correctly calculate offsets for array elements.

Giovanni Mascellani gmascellani at codeweavers.com
Fri Mar 18 08:31:25 CDT 2022


Signed-off-by: Giovanni Mascellani <gmascellani at codeweavers.com>

Il 17/03/22 21:58, Matteo Bruni ha scritto:
> From: Zebediah Figura <zfigura at codeweavers.com>
> 
> Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
> ---
> v2: Improve comment in the shader test.
> 
>   Makefile.am                         |  2 +-
>   libs/vkd3d-shader/hlsl.c            |  7 +++++++
>   libs/vkd3d-shader/hlsl.h            |  1 +
>   libs/vkd3d-shader/hlsl.y            |  2 +-
>   libs/vkd3d-shader/hlsl_codegen.c    |  2 +-
>   tests/hlsl-struct-array.shader_test | 19 +++++++++++++++++++
>   6 files changed, 30 insertions(+), 3 deletions(-)
>   create mode 100644 tests/hlsl-struct-array.shader_test
> 
> diff --git a/Makefile.am b/Makefile.am
> index 79aacfcd..f2c8440c 100644
> --- a/Makefile.am
> +++ b/Makefile.am
> @@ -96,6 +96,7 @@ vkd3d_shader_tests = \
>   	tests/hlsl-state-block-syntax.shader_test \
>   	tests/hlsl-static-initializer.shader_test \
>   	tests/hlsl-storage-qualifiers.shader_test \
> +	tests/hlsl-struct-array.shader_test \
>   	tests/hlsl-struct-assignment.shader_test \
>   	tests/hlsl-struct-semantics.shader_test \
>   	tests/hlsl-vector-indexing.shader_test \
> @@ -339,7 +340,6 @@ XFAIL_TESTS = \
>   	tests/hlsl-majority-pragma.shader_test \
>   	tests/hlsl-majority-typedef.shader_test \
>   	tests/hlsl-mul.shader_test \
> -	tests/hlsl-nested-arrays.shader_test \
>   	tests/hlsl-numeric-constructor-truncation.shader_test \
>   	tests/hlsl-numeric-types.shader_test \
>   	tests/hlsl-return-implicit-conversion.shader_test \
> diff --git a/libs/vkd3d-shader/hlsl.c b/libs/vkd3d-shader/hlsl.c
> index ea5e35d2..d88b0b6d 100644
> --- a/libs/vkd3d-shader/hlsl.c
> +++ b/libs/vkd3d-shader/hlsl.c
> @@ -202,6 +202,13 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
>       }
>   }
>   
> +/* Returns the size of a type, considered as part of an array of that type.
> + * As such it includes padding after the type. */
> +unsigned int hlsl_type_get_array_element_reg_size(const struct hlsl_type *type)
> +{
> +    return align(type->reg_size, 4);
> +}
> +
>   static struct hlsl_type *hlsl_new_type(struct hlsl_ctx *ctx, const char *name, enum hlsl_type_class type_class,
>           enum hlsl_base_type base_type, unsigned dimx, unsigned dimy)
>   {
> diff --git a/libs/vkd3d-shader/hlsl.h b/libs/vkd3d-shader/hlsl.h
> index 243ed72b..2e8ba4af 100644
> --- a/libs/vkd3d-shader/hlsl.h
> +++ b/libs/vkd3d-shader/hlsl.h
> @@ -783,6 +783,7 @@ bool hlsl_scope_add_type(struct hlsl_scope *scope, struct hlsl_type *type);
>   struct hlsl_type *hlsl_type_clone(struct hlsl_ctx *ctx, struct hlsl_type *old,
>           unsigned int default_majority, unsigned int modifiers);
>   unsigned int hlsl_type_component_count(struct hlsl_type *type);
> +unsigned int hlsl_type_get_array_element_reg_size(const struct hlsl_type *type);
>   unsigned int hlsl_type_get_sm4_offset(const struct hlsl_type *type, unsigned int offset);
>   bool hlsl_types_are_equal(const struct hlsl_type *t1, const struct hlsl_type *t2);
>   
> diff --git a/libs/vkd3d-shader/hlsl.y b/libs/vkd3d-shader/hlsl.y
> index 92dcb3f2..521ca0a7 100644
> --- a/libs/vkd3d-shader/hlsl.y
> +++ b/libs/vkd3d-shader/hlsl.y
> @@ -607,7 +607,7 @@ static struct hlsl_ir_load *add_array_load(struct hlsl_ctx *ctx, struct list *in
>           return NULL;
>       }
>   
> -    if (!(c = hlsl_new_uint_constant(ctx, data_type->reg_size, loc)))
> +    if (!(c = hlsl_new_uint_constant(ctx, hlsl_type_get_array_element_reg_size(data_type), loc)))
>           return NULL;
>       list_add_tail(instrs, &c->node.entry);
>       if (!(mul = hlsl_new_binary_expr(ctx, HLSL_OP2_MUL, index, &c->node)))
> diff --git a/libs/vkd3d-shader/hlsl_codegen.c b/libs/vkd3d-shader/hlsl_codegen.c
> index 62dbce5e..ca3acba0 100644
> --- a/libs/vkd3d-shader/hlsl_codegen.c
> +++ b/libs/vkd3d-shader/hlsl_codegen.c
> @@ -621,7 +621,7 @@ static bool split_array_copies(struct hlsl_ctx *ctx, struct hlsl_ir_node *instr,
>       if (type->type != HLSL_CLASS_ARRAY)
>           return false;
>       element_type = type->e.array.type;
> -    element_size = element_type->reg_size;
> +    element_size = hlsl_type_get_array_element_reg_size(element_type);
>   
>       for (i = 0; i < type->e.array.elements_count; ++i)
>       {
> diff --git a/tests/hlsl-struct-array.shader_test b/tests/hlsl-struct-array.shader_test
> new file mode 100644
> index 00000000..a5df9cdb
> --- /dev/null
> +++ b/tests/hlsl-struct-array.shader_test
> @@ -0,0 +1,19 @@
> +% In SM4, array elements are always aligned to the next vec4, although structs are not.
> +
> +[pixel shader]
> +uniform struct
> +{
> +    float p, q;
> +} colours[3];
> +
> +float4 main() : sv_target
> +{
> +    return float4(colours[0].q, colours[1].p, colours[2].q, colours[2].p);
> +}
> +
> +[test]
> +uniform 0 float4 0.1 0.2 0.0 0.0
> +uniform 4 float4 0.3 0.4 0.0 0.0
> +uniform 8 float4 0.5 0.6 0.0 0.0
> +draw quad
> +probe all rgba (0.2, 0.3, 0.6, 0.5)



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