vkd3d-shader: Avoid using SPIR-V built-ins for shader interface between tessellation stages.

We can do this because both tessellation shaders are required in
Direct3D.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2019-02-20 13:42:51 +01:00 committed by Alexandre Julliard
parent 2ce7b2305a
commit d274318fe2
1 changed files with 24 additions and 43 deletions

View File

@ -129,20 +129,6 @@ static const void *vkd3d_find_struct_(const struct vkd3d_struct *chain,
return NULL;
}
static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval(enum vkd3d_sysval_semantic sysval)
{
switch (sysval)
{
case VKD3D_SV_NONE:
return VKD3D_SIV_NONE;
case VKD3D_SV_POSITION:
return VKD3D_SIV_POSITION;
default:
FIXME("Unhandled sysval %#x.\n", sysval);
return VKD3D_SIV_NONE;
}
}
#define VKD3D_SPIRV_VERSION 0x00010000
#define VKD3D_SPIRV_GENERATOR_ID 18
#define VKD3D_SPIRV_GENERATOR_VERSION 1
@ -3558,9 +3544,6 @@ static uint32_t vkd3d_dxbc_compiler_emit_input(struct vkd3d_dxbc_compiler *compi
return 0;
}
if (!sysval && signature_element->sysval_semantic)
sysval = vkd3d_siv_from_sysval(signature_element->sysval_semantic);
builtin = get_spirv_builtin_for_sysval(compiler, sysval);
component_idx = vkd3d_write_mask_get_component_idx(dst->write_mask);
@ -5014,11 +4997,12 @@ static const struct vkd3d_shader_phase *vkd3d_dxbc_compiler_get_control_point_ph
static void vkd3d_dxbc_compiler_emit_default_control_point_phase(struct vkd3d_dxbc_compiler *compiler)
{
const struct vkd3d_shader_signature *signature = compiler->input_signature;
const struct vkd3d_shader_signature *output_signature = compiler->output_signature;
const struct vkd3d_shader_signature *input_signature = compiler->input_signature;
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
const struct vkd3d_spirv_builtin *builtin, *input_builtin;
uint32_t type_id, input_ptr_type_id, output_ptr_type_id;
uint32_t input_id, output_id, dst_id, src_id;
const struct vkd3d_spirv_builtin *builtin;
enum vkd3d_component_type component_type;
unsigned int component_count;
uint32_t invocation_id;
@ -5030,48 +5014,45 @@ static void vkd3d_dxbc_compiler_emit_default_control_point_phase(struct vkd3d_dx
type_id = vkd3d_spirv_get_type_id(builder, builtin->component_type, builtin->component_count);
invocation_id = vkd3d_spirv_build_op_load(builder, type_id, invocation_id, SpvMemoryAccessMaskNone);
for (i = 0; i < signature->element_count; ++i)
assert(input_signature->element_count == output_signature->element_count);
for (i = 0; i < output_signature->element_count; ++i)
{
const struct vkd3d_shader_signature_element *e = &signature->elements[i];
const struct vkd3d_shader_signature_element *output = &output_signature->elements[i];
const struct vkd3d_shader_signature_element *input = &input_signature->elements[i];
if ((builtin = get_spirv_builtin_for_sysval(compiler, e->sysval_semantic)))
assert((input->mask & 0xff) == (output->mask & 0xff));
assert(input->component_type == output->component_type);
if ((input_builtin = get_spirv_builtin_for_sysval(compiler, input->sysval_semantic)))
{
component_type = builtin->component_type;
component_count = builtin->component_count;
component_type = input_builtin->component_type;
component_count = input_builtin->component_count;
}
else
{
component_type = e->component_type;
component_count = vkd3d_write_mask_component_count(e->mask & 0xff);
component_type = input->component_type;
component_count = vkd3d_write_mask_component_count(input->mask & 0xff);
}
if (builtin)
if (input_builtin)
{
input_id = vkd3d_dxbc_compiler_emit_builtin_variable(compiler,
builtin, SpvStorageClassInput, compiler->input_control_point_count);
input_builtin, SpvStorageClassInput, compiler->input_control_point_count);
}
else
{
input_id = vkd3d_dxbc_compiler_emit_array_variable(compiler, &builder->global_stream,
SpvStorageClassInput, component_type, component_count, compiler->input_control_point_count);
vkd3d_spirv_add_iface_variable(builder, input_id);
vkd3d_spirv_build_op_decorate1(builder, input_id, SpvDecorationLocation, e->register_index);
vkd3d_spirv_build_op_decorate1(builder, input_id, SpvDecorationLocation, input->register_index);
}
vkd3d_spirv_build_op_name(builder, input_id, "vicp%u", e->register_index);
vkd3d_spirv_build_op_name(builder, input_id, "vicp%u", input->register_index);
if (builtin)
{
output_id = vkd3d_dxbc_compiler_emit_builtin_variable(compiler,
builtin, SpvStorageClassOutput, compiler->output_control_point_count);
}
else
{
output_id = vkd3d_dxbc_compiler_emit_array_variable(compiler, &builder->global_stream,
SpvStorageClassOutput, component_type, component_count, compiler->output_control_point_count);
vkd3d_spirv_add_iface_variable(builder, output_id);
vkd3d_spirv_build_op_decorate1(builder, output_id, SpvDecorationLocation, e->register_index);
}
vkd3d_spirv_build_op_name(builder, output_id, "vocp%u", e->register_index);
output_id = vkd3d_dxbc_compiler_emit_array_variable(compiler, &builder->global_stream,
SpvStorageClassOutput, component_type, component_count, compiler->output_control_point_count);
vkd3d_spirv_add_iface_variable(builder, output_id);
vkd3d_spirv_build_op_decorate1(builder, output_id, SpvDecorationLocation, output->register_index);
vkd3d_spirv_build_op_name(builder, output_id, "vocp%u", output->register_index);
type_id = vkd3d_spirv_get_type_id(builder, component_type, component_count);
output_ptr_type_id = vkd3d_spirv_get_op_type_pointer(builder, SpvStorageClassOutput, type_id);