vkd3d-shader: Remove v{Fork, Join}InstanceID from symbol table when leaving shader phase.

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 2019-02-21 12:32:50 +01:00 committed by Alexandre Julliard
parent 9c46011b43
commit d300e6f84c
1 changed files with 19 additions and 6 deletions

View File

@ -4978,36 +4978,49 @@ static void vkd3d_dxbc_compiler_emit_dcl_thread_group(struct vkd3d_dxbc_compiler
SpvExecutionModeLocalSize, local_size, ARRAY_SIZE(local_size));
}
static void vkd3d_dxbc_compiler_leave_shader_phase(struct vkd3d_dxbc_compiler *compiler)
static void vkd3d_dxbc_compiler_leave_shader_phase(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_phase *phase)
{
struct vkd3d_spirv_builder *builder = &compiler->spirv_builder;
struct vkd3d_shader_register reg;
struct vkd3d_symbol reg_symbol;
vkd3d_spirv_build_op_function_end(builder);
compiler->temp_id = 0;
compiler->temp_count = 0;
if (phase->instance_count)
{
reg.type = phase->type == VKD3DSIH_HS_FORK_PHASE ? VKD3DSPR_FORKINSTID : VKD3DSPR_JOININSTID;
reg.idx[0].offset = ~0u;
vkd3d_symbol_make_register(&reg_symbol, &reg);
rb_remove_key(&compiler->symbol_table, &reg_symbol);
}
}
static void vkd3d_dxbc_compiler_enter_shader_phase(struct vkd3d_dxbc_compiler *compiler,
const struct vkd3d_shader_instruction *instruction)
{
const struct vkd3d_shader_phase *previous_phase;
struct vkd3d_shader_phase *phase;
unsigned int idx;
if ((idx = compiler->shader_phase_count))
vkd3d_dxbc_compiler_leave_shader_phase(compiler);
if ((previous_phase = vkd3d_dxbc_compiler_get_current_shader_phase(compiler)))
vkd3d_dxbc_compiler_leave_shader_phase(compiler, previous_phase);
if (!vkd3d_array_reserve((void **)&compiler->shader_phases, &compiler->shader_phases_size,
compiler->shader_phase_count + 1, sizeof(*compiler->shader_phases)))
return;
phase = &compiler->shader_phases[compiler->shader_phase_count++];
phase = &compiler->shader_phases[compiler->shader_phase_count];
phase->type = instruction->handler_idx;
phase->idx = idx;
phase->idx = compiler->shader_phase_count;
phase->instance_count = 0;
phase->function_id = 0;
phase->instance_id = 0;
phase->function_location = 0;
++compiler->shader_phase_count;
}
static int vkd3d_dxbc_compiler_emit_shader_phase_instance_count(struct vkd3d_dxbc_compiler *compiler,