vkd3d-shader: Implement dynamic UBO indexing.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
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@ -2950,17 +2950,27 @@ static bool vkd3d_dxbc_compiler_get_register_info(const struct vkd3d_dxbc_compil
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return true;
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}
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static uint32_t vkd3d_dxbc_compiler_get_resource_index(struct vkd3d_dxbc_compiler *compiler,
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const struct vkd3d_shader_register *reg, const struct vkd3d_shader_resource_binding *binding);
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static void vkd3d_dxbc_compiler_decorate_nonuniform(struct vkd3d_dxbc_compiler *compiler,
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uint32_t expression_id);
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static void vkd3d_dxbc_compiler_emit_dereference_register(struct vkd3d_dxbc_compiler *compiler,
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const struct vkd3d_shader_register *reg, struct vkd3d_shader_register_info *register_info)
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{
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struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
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unsigned int component_count, index_count = 0;
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uint32_t type_id, ptr_type_id;
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uint32_t indexes[2];
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uint32_t indexes[3];
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if (reg->type == VKD3DSPR_CONSTBUFFER)
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{
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assert(!reg->idx[0].rel_addr);
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if (register_info->cbv_binding && (register_info->cbv_binding->flags & VKD3D_SHADER_BINDING_FLAG_BINDLESS))
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indexes[index_count++] = vkd3d_dxbc_compiler_get_resource_index(compiler, reg, register_info->cbv_binding);
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indexes[index_count++] = vkd3d_dxbc_compiler_get_constant_uint(compiler, register_info->member_idx);
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indexes[index_count++] = vkd3d_dxbc_compiler_emit_register_addressing(compiler,
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®->idx[shader_is_sm_5_1(compiler) ? 2 : 1]);
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@ -3015,6 +3025,9 @@ static void vkd3d_dxbc_compiler_emit_dereference_register(struct vkd3d_dxbc_comp
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ptr_type_id = vkd3d_spirv_get_op_type_pointer(builder, register_info->storage_class, type_id);
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register_info->id = vkd3d_spirv_build_op_access_chain(builder, ptr_type_id,
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register_info->id, indexes, index_count);
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if (reg->modifier == VKD3DSPRM_NONUNIFORM)
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vkd3d_dxbc_compiler_decorate_nonuniform(compiler, register_info->id);
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}
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}
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