1335 lines
49 KiB
C
1335 lines
49 KiB
C
/*
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* Copyright 2018 Henri Verbeet for CodeWeavers
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* Copyright 2019 Józef Kucia for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DECLARE_DEBUG_CHANNEL(winediag);
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#ifdef SONAME_LIBVKD3D_SHADER
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#define VKD3D_SHADER_NO_PROTOTYPES
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#include <vkd3d_shader.h>
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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static PFN_vkd3d_shader_compile vkd3d_shader_compile;
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static PFN_vkd3d_shader_free_messages vkd3d_shader_free_messages;
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static PFN_vkd3d_shader_free_scan_descriptor_info vkd3d_shader_free_scan_descriptor_info;
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static PFN_vkd3d_shader_free_shader_code vkd3d_shader_free_shader_code;
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static PFN_vkd3d_shader_get_version vkd3d_shader_get_version;
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static PFN_vkd3d_shader_scan vkd3d_shader_scan;
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static const struct wined3d_shader_backend_ops spirv_shader_backend_vk;
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static void *vkd3d_shader_handle;
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struct shader_spirv_resource_bindings
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{
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struct vkd3d_shader_resource_binding *bindings;
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SIZE_T bindings_size, binding_count;
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struct vkd3d_shader_uav_counter_binding uav_counters[MAX_UNORDERED_ACCESS_VIEWS];
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SIZE_T uav_counter_count;
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VkDescriptorSetLayoutBinding *vk_bindings;
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SIZE_T vk_bindings_size, vk_binding_count;
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size_t binding_base[WINED3D_SHADER_TYPE_COUNT];
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enum wined3d_shader_type so_stage;
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};
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struct shader_spirv_priv
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{
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const struct wined3d_vertex_pipe_ops *vertex_pipe;
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const struct wined3d_fragment_pipe_ops *fragment_pipe;
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bool ffp_proj_control;
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struct shader_spirv_resource_bindings bindings;
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};
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struct shader_spirv_compile_arguments
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{
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union
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{
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struct
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{
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uint32_t alpha_swizzle;
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unsigned int sample_count;
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} fs;
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} u;
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};
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struct shader_spirv_graphics_program_variant_vk
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{
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struct shader_spirv_compile_arguments compile_args;
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const struct wined3d_stream_output_desc *so_desc;
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size_t binding_base;
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VkShaderModule vk_module;
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};
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struct shader_spirv_graphics_program_vk
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{
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struct shader_spirv_graphics_program_variant_vk *variants;
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SIZE_T variants_size, variant_count;
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struct vkd3d_shader_scan_descriptor_info descriptor_info;
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};
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struct shader_spirv_compute_program_vk
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{
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VkShaderModule vk_module;
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VkPipeline vk_pipeline;
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VkPipelineLayout vk_pipeline_layout;
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VkDescriptorSetLayout vk_set_layout;
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struct vkd3d_shader_scan_descriptor_info descriptor_info;
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};
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struct wined3d_shader_spirv_compile_args
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{
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struct vkd3d_shader_spirv_target_info spirv_target;
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struct vkd3d_shader_parameter sample_count;
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unsigned int ps_alpha_swizzle[WINED3D_MAX_RENDER_TARGETS];
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};
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struct wined3d_shader_spirv_shader_interface
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{
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struct vkd3d_shader_interface_info vkd3d_interface;
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struct vkd3d_shader_transform_feedback_info xfb_info;
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};
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static bool wined3d_load_vkd3d_shader_functions(void *vkd3d_shader_handle)
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{
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#define LOAD_FUNCPTR(f) if (!(f = dlsym(vkd3d_shader_handle, #f))) return false;
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LOAD_FUNCPTR(vkd3d_shader_compile)
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LOAD_FUNCPTR(vkd3d_shader_free_messages)
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LOAD_FUNCPTR(vkd3d_shader_free_scan_descriptor_info)
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LOAD_FUNCPTR(vkd3d_shader_free_shader_code)
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LOAD_FUNCPTR(vkd3d_shader_get_version)
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LOAD_FUNCPTR(vkd3d_shader_scan)
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#undef LOAD_FUNCPTR
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return true;
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}
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static void wined3d_unload_vkd3d_shader(void)
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{
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if (vkd3d_shader_handle)
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{
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dlclose(vkd3d_shader_handle);
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vkd3d_shader_handle = NULL;
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}
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}
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static BOOL WINAPI wined3d_init_vkd3d_once(INIT_ONCE *once, void *param, void **context)
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{
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TRACE("Loading vkd3d-shader %s.\n", SONAME_LIBVKD3D_SHADER);
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if ((vkd3d_shader_handle = dlopen(SONAME_LIBVKD3D_SHADER, RTLD_NOW)))
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{
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if (!wined3d_load_vkd3d_shader_functions(vkd3d_shader_handle))
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{
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ERR_(winediag)("Failed to load libvkd3d-shader functions.\n");
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wined3d_unload_vkd3d_shader();
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}
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TRACE("Using %s.\n", vkd3d_shader_get_version(NULL, NULL));
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}
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else
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{
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ERR_(winediag)("Failed to load libvkd3d-shader.\n");
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}
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return TRUE;
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}
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static bool wined3d_init_vkd3d(void)
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{
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static INIT_ONCE init_once = INIT_ONCE_STATIC_INIT;
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InitOnceExecuteOnce(&init_once, wined3d_init_vkd3d_once, NULL, NULL);
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return !!vkd3d_shader_handle;
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}
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static enum vkd3d_shader_visibility vkd3d_shader_visibility_from_wined3d(enum wined3d_shader_type shader_type)
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{
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switch (shader_type)
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{
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case WINED3D_SHADER_TYPE_VERTEX:
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return VKD3D_SHADER_VISIBILITY_VERTEX;
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case WINED3D_SHADER_TYPE_HULL:
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return VKD3D_SHADER_VISIBILITY_HULL;
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case WINED3D_SHADER_TYPE_DOMAIN:
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return VKD3D_SHADER_VISIBILITY_DOMAIN;
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case WINED3D_SHADER_TYPE_GEOMETRY:
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return VKD3D_SHADER_VISIBILITY_GEOMETRY;
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case WINED3D_SHADER_TYPE_PIXEL:
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return VKD3D_SHADER_VISIBILITY_PIXEL;
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case WINED3D_SHADER_TYPE_COMPUTE:
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return VKD3D_SHADER_VISIBILITY_COMPUTE;
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default:
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ERR("Invalid shader type %s.\n", debug_shader_type(shader_type));
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return VKD3D_SHADER_VISIBILITY_ALL;
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}
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}
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static void shader_spirv_handle_instruction(const struct wined3d_shader_instruction *ins)
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{
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}
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static void shader_spirv_compile_arguments_init(struct shader_spirv_compile_arguments *args,
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const struct wined3d_context *context, const struct wined3d_shader *shader,
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const struct wined3d_state *state, unsigned int sample_count)
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{
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struct wined3d_rendertarget_view *rtv;
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unsigned int i;
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memset(args, 0, sizeof(*args));
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switch (shader->reg_maps.shader_version.type)
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{
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case WINED3D_SHADER_TYPE_PIXEL:
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for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
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{
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if (!(rtv = state->fb.render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
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continue;
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if (rtv->format->id == WINED3DFMT_A8_UNORM && !is_identity_fixup(rtv->format->color_fixup))
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args->u.fs.alpha_swizzle |= 1u << i;
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}
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args->u.fs.sample_count = sample_count;
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break;
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default:
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break;
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}
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}
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static void shader_spirv_init_compile_args(struct wined3d_shader_spirv_compile_args *args,
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struct vkd3d_shader_interface_info *vkd3d_interface, enum vkd3d_shader_spirv_environment environment,
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enum wined3d_shader_type shader_type, const struct shader_spirv_compile_arguments *compile_args)
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{
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unsigned int i;
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memset(args, 0, sizeof(*args));
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args->spirv_target.type = VKD3D_SHADER_STRUCTURE_TYPE_SPIRV_TARGET_INFO;
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args->spirv_target.next = vkd3d_interface;
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args->spirv_target.entry_point = "main";
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args->spirv_target.environment = environment;
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if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
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{
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unsigned int rt_alpha_swizzle = compile_args->u.fs.alpha_swizzle;
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struct vkd3d_shader_parameter *shader_parameter;
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shader_parameter = &args->sample_count;
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shader_parameter->name = VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT;
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shader_parameter->type = VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT;
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shader_parameter->data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_UINT32;
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shader_parameter->u.immediate_constant.u.u32 = compile_args->u.fs.sample_count;
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args->spirv_target.parameter_count = 1;
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args->spirv_target.parameters = shader_parameter;
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for (i = 0; i < ARRAY_SIZE(args->ps_alpha_swizzle); ++i)
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{
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if (rt_alpha_swizzle && (1u << i))
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args->ps_alpha_swizzle[i] = VKD3D_SHADER_SWIZZLE(W, X, Y, Z);
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else
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args->ps_alpha_swizzle[i] = VKD3D_SHADER_NO_SWIZZLE;
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}
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args->spirv_target.output_swizzles = args->ps_alpha_swizzle;
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args->spirv_target.output_swizzle_count = ARRAY_SIZE(args->ps_alpha_swizzle);
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}
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}
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static const char *get_line(const char **ptr)
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{
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const char *p, *q;
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p = *ptr;
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if (!(q = strstr(p, "\n")))
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{
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if (!*p) return NULL;
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*ptr += strlen(p);
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return p;
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}
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*ptr = q + 1;
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return p;
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}
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static void shader_spirv_init_shader_interface_vk(struct wined3d_shader_spirv_shader_interface *iface,
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struct wined3d_shader *shader, const struct shader_spirv_resource_bindings *b,
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const struct wined3d_stream_output_desc *so_desc)
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{
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memset(iface, 0, sizeof(*iface));
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iface->vkd3d_interface.type = VKD3D_SHADER_STRUCTURE_TYPE_INTERFACE_INFO;
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if (so_desc)
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{
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iface->xfb_info.type = VKD3D_SHADER_STRUCTURE_TYPE_TRANSFORM_FEEDBACK_INFO;
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iface->xfb_info.next = NULL;
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iface->xfb_info.elements = (const struct vkd3d_shader_transform_feedback_element *)so_desc->elements;
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iface->xfb_info.element_count = so_desc->element_count;
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iface->xfb_info.buffer_strides = so_desc->buffer_strides;
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iface->xfb_info.buffer_stride_count = so_desc->buffer_stride_count;
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iface->vkd3d_interface.next = &iface->xfb_info;
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}
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iface->vkd3d_interface.bindings = b->bindings;
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iface->vkd3d_interface.binding_count = b->binding_count;
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iface->vkd3d_interface.uav_counters = b->uav_counters;
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iface->vkd3d_interface.uav_counter_count = b->uav_counter_count;
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}
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static VkShaderModule shader_spirv_compile(struct wined3d_context_vk *context_vk,
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struct wined3d_shader *shader, const struct shader_spirv_compile_arguments *args,
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const struct shader_spirv_resource_bindings *bindings, const struct wined3d_stream_output_desc *so_desc)
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{
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struct wined3d_shader_spirv_compile_args compile_args;
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struct wined3d_shader_spirv_shader_interface iface;
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struct vkd3d_shader_compile_info info;
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const struct wined3d_vk_info *vk_info;
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enum wined3d_shader_type shader_type;
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VkShaderModuleCreateInfo shader_desc;
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struct wined3d_device_vk *device_vk;
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struct vkd3d_shader_code spirv;
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VkShaderModule module;
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char *messages;
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VkResult vr;
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int ret;
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shader_spirv_init_shader_interface_vk(&iface, shader, bindings, so_desc);
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shader_type = shader->reg_maps.shader_version.type;
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shader_spirv_init_compile_args(&compile_args, &iface.vkd3d_interface,
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VKD3D_SHADER_SPIRV_ENVIRONMENT_VULKAN_1_0, shader_type, args);
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info.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO;
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info.next = &compile_args.spirv_target;
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info.source.code = shader->byte_code;
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info.source.size = shader->byte_code_size;
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info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF;
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info.target_type = VKD3D_SHADER_TARGET_SPIRV_BINARY;
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info.options = NULL;
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info.option_count = 0;
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info.log_level = VKD3D_SHADER_LOG_WARNING;
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info.source_name = NULL;
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ret = vkd3d_shader_compile(&info, &spirv, &messages);
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if (messages && *messages && FIXME_ON(d3d_shader))
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{
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const char *ptr = messages;
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const char *line;
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FIXME("Shader log:\n");
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while ((line = get_line(&ptr)))
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{
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FIXME(" %.*s", (int)(ptr - line), line);
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}
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FIXME("\n");
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}
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vkd3d_shader_free_messages(messages);
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if (ret < 0)
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{
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ERR("Failed to compile DXBC, ret %d.\n", ret);
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return VK_NULL_HANDLE;
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}
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device_vk = wined3d_device_vk(context_vk->c.device);
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vk_info = &device_vk->vk_info;
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shader_desc.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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shader_desc.pNext = NULL;
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shader_desc.flags = 0;
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shader_desc.codeSize = spirv.size;
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shader_desc.pCode = spirv.code;
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if ((vr = VK_CALL(vkCreateShaderModule(device_vk->vk_device, &shader_desc, NULL, &module))) < 0)
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{
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vkd3d_shader_free_shader_code(&spirv);
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WARN("Failed to create Vulkan shader module, vr %s.\n", wined3d_debug_vkresult(vr));
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return VK_NULL_HANDLE;
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}
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vkd3d_shader_free_shader_code(&spirv);
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return module;
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}
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static struct shader_spirv_graphics_program_variant_vk *shader_spirv_find_graphics_program_variant_vk(
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struct shader_spirv_priv *priv, struct wined3d_context_vk *context_vk, struct wined3d_shader *shader,
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const struct wined3d_state *state, const struct shader_spirv_resource_bindings *bindings)
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{
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enum wined3d_shader_type shader_type = shader->reg_maps.shader_version.type;
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struct shader_spirv_graphics_program_variant_vk *variant_vk;
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size_t binding_base = bindings->binding_base[shader_type];
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const struct wined3d_stream_output_desc *so_desc = NULL;
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struct shader_spirv_graphics_program_vk *program_vk;
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struct shader_spirv_compile_arguments args;
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size_t variant_count, i;
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shader_spirv_compile_arguments_init(&args, &context_vk->c, shader, state, context_vk->sample_count);
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if (bindings->so_stage == shader_type)
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so_desc = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]->u.gs.so_desc;
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if (!(program_vk = shader->backend_data))
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return NULL;
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variant_count = program_vk->variant_count;
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for (i = 0; i < variant_count; ++i)
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{
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variant_vk = &program_vk->variants[i];
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if (variant_vk->so_desc == so_desc && variant_vk->binding_base == binding_base
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&& !memcmp(&variant_vk->compile_args, &args, sizeof(args)))
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return variant_vk;
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}
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if (!wined3d_array_reserve((void **)&program_vk->variants, &program_vk->variants_size,
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variant_count + 1, sizeof(*program_vk->variants)))
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return NULL;
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variant_vk = &program_vk->variants[variant_count];
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variant_vk->compile_args = args;
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variant_vk->binding_base = binding_base;
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if (!(variant_vk->vk_module = shader_spirv_compile(context_vk, shader, &args, bindings, so_desc)))
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return NULL;
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++program_vk->variant_count;
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return variant_vk;
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}
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static struct shader_spirv_compute_program_vk *shader_spirv_find_compute_program_vk(struct shader_spirv_priv *priv,
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struct wined3d_context_vk *context_vk, struct wined3d_shader *shader,
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const struct shader_spirv_resource_bindings *bindings)
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{
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struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device);
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const struct wined3d_vk_info *vk_info = context_vk->vk_info;
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struct shader_spirv_compute_program_vk *program;
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struct wined3d_pipeline_layout_vk *layout;
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VkComputePipelineCreateInfo pipeline_info;
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VkResult vr;
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if (!(program = shader->backend_data))
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return NULL;
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|
|
if (program->vk_module)
|
|
return program;
|
|
|
|
if (!(program->vk_module = shader_spirv_compile(context_vk, shader, NULL, bindings, NULL)))
|
|
return NULL;
|
|
|
|
if (!(layout = wined3d_context_vk_get_pipeline_layout(context_vk,
|
|
bindings->vk_bindings, bindings->vk_binding_count)))
|
|
{
|
|
VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
|
|
program->vk_module = VK_NULL_HANDLE;
|
|
return NULL;
|
|
}
|
|
program->vk_set_layout = layout->vk_set_layout;
|
|
program->vk_pipeline_layout = layout->vk_pipeline_layout;
|
|
|
|
pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
|
|
pipeline_info.pNext = NULL;
|
|
pipeline_info.flags = 0;
|
|
pipeline_info.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
|
pipeline_info.stage.pNext = NULL;
|
|
pipeline_info.stage.flags = 0;
|
|
pipeline_info.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
|
|
pipeline_info.stage.pName = "main";
|
|
pipeline_info.stage.pSpecializationInfo = NULL;
|
|
pipeline_info.stage.module = program->vk_module;
|
|
pipeline_info.layout = program->vk_pipeline_layout;
|
|
pipeline_info.basePipelineHandle = VK_NULL_HANDLE;
|
|
pipeline_info.basePipelineIndex = -1;
|
|
if ((vr = VK_CALL(vkCreateComputePipelines(device_vk->vk_device,
|
|
VK_NULL_HANDLE, 1, &pipeline_info, NULL, &program->vk_pipeline))) < 0)
|
|
{
|
|
ERR("Failed to create Vulkan compute pipeline, vr %s.\n", wined3d_debug_vkresult(vr));
|
|
VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
|
|
program->vk_module = VK_NULL_HANDLE;
|
|
return NULL;
|
|
}
|
|
|
|
return program;
|
|
}
|
|
|
|
static void shader_spirv_resource_bindings_cleanup(struct shader_spirv_resource_bindings *bindings)
|
|
{
|
|
heap_free(bindings->vk_bindings);
|
|
heap_free(bindings->bindings);
|
|
}
|
|
|
|
static bool shader_spirv_resource_bindings_add_vk_binding(struct shader_spirv_resource_bindings *bindings,
|
|
VkDescriptorType vk_type, VkShaderStageFlagBits vk_stage, size_t *binding_idx)
|
|
{
|
|
SIZE_T binding_count = bindings->vk_binding_count;
|
|
VkDescriptorSetLayoutBinding *binding;
|
|
|
|
if (!wined3d_array_reserve((void **)&bindings->vk_bindings, &bindings->vk_bindings_size,
|
|
binding_count + 1, sizeof(*bindings->vk_bindings)))
|
|
return false;
|
|
|
|
*binding_idx = binding_count;
|
|
binding = &bindings->vk_bindings[binding_count];
|
|
binding->binding = binding_count;
|
|
binding->descriptorType = vk_type;
|
|
binding->descriptorCount = 1;
|
|
binding->stageFlags = vk_stage;
|
|
binding->pImmutableSamplers = NULL;
|
|
++bindings->vk_binding_count;
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool shader_spirv_resource_bindings_add_binding(struct shader_spirv_resource_bindings *bindings,
|
|
enum vkd3d_shader_descriptor_type vkd3d_type, VkDescriptorType vk_type, size_t register_idx,
|
|
enum vkd3d_shader_visibility vkd3d_visibility, VkShaderStageFlagBits vk_stage,
|
|
uint32_t flags, size_t *binding_idx)
|
|
{
|
|
SIZE_T binding_count = bindings->binding_count;
|
|
struct vkd3d_shader_resource_binding *binding;
|
|
|
|
if (!wined3d_array_reserve((void **)&bindings->bindings, &bindings->bindings_size,
|
|
binding_count + 1, sizeof(*bindings->bindings)))
|
|
return false;
|
|
|
|
if (!shader_spirv_resource_bindings_add_vk_binding(bindings, vk_type, vk_stage, binding_idx))
|
|
return false;
|
|
|
|
binding = &bindings->bindings[binding_count];
|
|
binding->type = vkd3d_type;
|
|
binding->register_space = 0;
|
|
binding->register_index = register_idx;
|
|
binding->shader_visibility = vkd3d_visibility;
|
|
binding->flags = flags;
|
|
binding->binding.set = 0;
|
|
binding->binding.binding = *binding_idx;
|
|
binding->binding.count = 1;
|
|
++bindings->binding_count;
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool shader_spirv_resource_bindings_add_uav_counter_binding(struct shader_spirv_resource_bindings *bindings,
|
|
size_t register_idx, enum vkd3d_shader_visibility vkd3d_visibility,
|
|
VkShaderStageFlagBits vk_stage, size_t *binding_idx)
|
|
{
|
|
SIZE_T uav_counter_count = bindings->uav_counter_count;
|
|
struct vkd3d_shader_uav_counter_binding *counter;
|
|
|
|
if (uav_counter_count >= ARRAY_SIZE(bindings->uav_counters))
|
|
return false;
|
|
|
|
if (!shader_spirv_resource_bindings_add_vk_binding(bindings,
|
|
VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, vk_stage, binding_idx))
|
|
return false;
|
|
|
|
counter = &bindings->uav_counters[uav_counter_count];
|
|
counter->register_space = 0;
|
|
counter->register_index = register_idx;
|
|
counter->shader_visibility = vkd3d_visibility;
|
|
counter->binding.set = 0;
|
|
counter->binding.binding = *binding_idx;
|
|
counter->binding.count = 1;
|
|
counter->offset = 0;
|
|
++bindings->uav_counter_count;
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool wined3d_shader_resource_bindings_add_binding(struct wined3d_shader_resource_bindings *bindings,
|
|
enum wined3d_shader_type shader_type, enum wined3d_shader_descriptor_type shader_descriptor_type,
|
|
size_t resource_idx, enum wined3d_shader_resource_type resource_type,
|
|
enum wined3d_data_type resource_data_type, size_t binding_idx)
|
|
{
|
|
struct wined3d_shader_resource_binding *binding;
|
|
SIZE_T binding_count = bindings->count;
|
|
|
|
if (!wined3d_array_reserve((void **)&bindings->bindings, &bindings->size,
|
|
binding_count + 1, sizeof(*bindings->bindings)))
|
|
return false;
|
|
|
|
binding = &bindings->bindings[binding_count];
|
|
binding->shader_type = shader_type;
|
|
binding->shader_descriptor_type = shader_descriptor_type;
|
|
binding->resource_idx = resource_idx;
|
|
binding->resource_type = resource_type;
|
|
binding->resource_data_type = resource_data_type;
|
|
binding->binding_idx = binding_idx;
|
|
++bindings->count;
|
|
|
|
return true;
|
|
}
|
|
|
|
static VkDescriptorType vk_descriptor_type_from_vkd3d(enum vkd3d_shader_descriptor_type type,
|
|
enum vkd3d_shader_resource_type resource_type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case VKD3D_SHADER_DESCRIPTOR_TYPE_CBV:
|
|
return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
|
|
|
|
case VKD3D_SHADER_DESCRIPTOR_TYPE_SRV:
|
|
if (resource_type == VKD3D_SHADER_RESOURCE_BUFFER)
|
|
return VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
|
|
return VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
|
|
|
|
case VKD3D_SHADER_DESCRIPTOR_TYPE_UAV:
|
|
if (resource_type == VKD3D_SHADER_RESOURCE_BUFFER)
|
|
return VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
|
|
return VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
|
|
|
|
case VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER:
|
|
return VK_DESCRIPTOR_TYPE_SAMPLER;
|
|
|
|
default:
|
|
FIXME("Unhandled descriptor type %#x.\n", type);
|
|
return ~0u;
|
|
}
|
|
}
|
|
|
|
static enum wined3d_shader_descriptor_type wined3d_descriptor_type_from_vkd3d(enum vkd3d_shader_descriptor_type type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case VKD3D_SHADER_DESCRIPTOR_TYPE_CBV:
|
|
return WINED3D_SHADER_DESCRIPTOR_TYPE_CBV;
|
|
|
|
case VKD3D_SHADER_DESCRIPTOR_TYPE_SRV:
|
|
return WINED3D_SHADER_DESCRIPTOR_TYPE_SRV;
|
|
|
|
case VKD3D_SHADER_DESCRIPTOR_TYPE_UAV:
|
|
return WINED3D_SHADER_DESCRIPTOR_TYPE_UAV;
|
|
|
|
case VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER:
|
|
return WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER;
|
|
|
|
default:
|
|
FIXME("Unhandled descriptor type %#x.\n", type);
|
|
return ~0u;
|
|
}
|
|
}
|
|
|
|
static enum wined3d_shader_resource_type wined3d_shader_resource_type_from_vkd3d(enum vkd3d_shader_resource_type t)
|
|
{
|
|
return (enum wined3d_shader_resource_type)t;
|
|
}
|
|
|
|
static enum wined3d_data_type wined3d_data_type_from_vkd3d(enum vkd3d_shader_resource_data_type t)
|
|
{
|
|
switch (t)
|
|
{
|
|
case VKD3D_SHADER_RESOURCE_DATA_UNORM:
|
|
return WINED3D_DATA_UNORM;
|
|
case VKD3D_SHADER_RESOURCE_DATA_SNORM:
|
|
return WINED3D_DATA_SNORM;
|
|
case VKD3D_SHADER_RESOURCE_DATA_INT:
|
|
return WINED3D_DATA_INT;
|
|
case VKD3D_SHADER_RESOURCE_DATA_UINT:
|
|
return WINED3D_DATA_UINT;
|
|
case VKD3D_SHADER_RESOURCE_DATA_FLOAT:
|
|
return WINED3D_DATA_FLOAT;
|
|
default:
|
|
FIXME("Unhandled resource data type %#x.\n", t);
|
|
return WINED3D_DATA_FLOAT;
|
|
}
|
|
}
|
|
|
|
static bool shader_spirv_resource_bindings_init(struct shader_spirv_resource_bindings *bindings,
|
|
struct wined3d_shader_resource_bindings *wined3d_bindings,
|
|
const struct wined3d_state *state, uint32_t shader_mask)
|
|
{
|
|
struct vkd3d_shader_scan_descriptor_info *descriptor_info;
|
|
enum wined3d_shader_descriptor_type wined3d_type;
|
|
enum vkd3d_shader_visibility shader_visibility;
|
|
enum wined3d_shader_type shader_type;
|
|
VkDescriptorType vk_descriptor_type;
|
|
VkShaderStageFlagBits vk_stage;
|
|
struct wined3d_shader *shader;
|
|
size_t binding_idx;
|
|
unsigned int i;
|
|
|
|
bindings->binding_count = 0;
|
|
bindings->uav_counter_count = 0;
|
|
bindings->vk_binding_count = 0;
|
|
bindings->so_stage = WINED3D_SHADER_TYPE_GEOMETRY;
|
|
wined3d_bindings->count = 0;
|
|
|
|
for (shader_type = 0; shader_type < WINED3D_SHADER_TYPE_COUNT; ++shader_type)
|
|
{
|
|
bindings->binding_base[shader_type] = bindings->vk_binding_count;
|
|
|
|
if (!(shader_mask & (1u << shader_type)) || !(shader = state->shader[shader_type]))
|
|
continue;
|
|
|
|
if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
|
|
{
|
|
descriptor_info = &((struct shader_spirv_compute_program_vk *)shader->backend_data)->descriptor_info;
|
|
}
|
|
else
|
|
{
|
|
descriptor_info = &((struct shader_spirv_graphics_program_vk *)shader->backend_data)->descriptor_info;
|
|
if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY && !shader->function)
|
|
bindings->so_stage = WINED3D_SHADER_TYPE_VERTEX;
|
|
}
|
|
|
|
vk_stage = vk_shader_stage_from_wined3d(shader_type);
|
|
shader_visibility = vkd3d_shader_visibility_from_wined3d(shader_type);
|
|
|
|
for (i = 0; i < descriptor_info->descriptor_count; ++i)
|
|
{
|
|
struct vkd3d_shader_descriptor_info *d = &descriptor_info->descriptors[i];
|
|
uint32_t flags;
|
|
|
|
if (d->register_space)
|
|
{
|
|
WARN("Unsupported register space %u.\n", d->register_space);
|
|
return false;
|
|
}
|
|
|
|
if (d->resource_type == VKD3D_SHADER_RESOURCE_BUFFER)
|
|
flags = VKD3D_SHADER_BINDING_FLAG_BUFFER;
|
|
else
|
|
flags = VKD3D_SHADER_BINDING_FLAG_IMAGE;
|
|
|
|
vk_descriptor_type = vk_descriptor_type_from_vkd3d(d->type, d->resource_type);
|
|
if (!shader_spirv_resource_bindings_add_binding(bindings, d->type, vk_descriptor_type,
|
|
d->register_index, shader_visibility, vk_stage, flags, &binding_idx))
|
|
return false;
|
|
|
|
wined3d_type = wined3d_descriptor_type_from_vkd3d(d->type);
|
|
if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings, shader_type,
|
|
wined3d_type, d->register_index, wined3d_shader_resource_type_from_vkd3d(d->resource_type),
|
|
wined3d_data_type_from_vkd3d(d->resource_data_type), binding_idx))
|
|
return false;
|
|
|
|
if (d->type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV
|
|
&& (d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_COUNTER))
|
|
{
|
|
if (!shader_spirv_resource_bindings_add_uav_counter_binding(bindings,
|
|
d->register_index, shader_visibility, vk_stage, &binding_idx))
|
|
return false;
|
|
if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings,
|
|
shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER, d->register_index,
|
|
WINED3D_SHADER_RESOURCE_BUFFER, WINED3D_DATA_UINT, binding_idx))
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void shader_spirv_scan_shader(struct wined3d_shader *shader,
|
|
struct vkd3d_shader_scan_descriptor_info *descriptor_info)
|
|
{
|
|
struct vkd3d_shader_compile_info info;
|
|
char *messages;
|
|
int ret;
|
|
|
|
memset(descriptor_info, 0, sizeof(*descriptor_info));
|
|
descriptor_info->type = VKD3D_SHADER_STRUCTURE_TYPE_SCAN_DESCRIPTOR_INFO;
|
|
|
|
info.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO;
|
|
info.next = descriptor_info;
|
|
info.source.code = shader->byte_code;
|
|
info.source.size = shader->byte_code_size;
|
|
info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF;
|
|
info.target_type = VKD3D_SHADER_TARGET_SPIRV_BINARY;
|
|
info.options = NULL;
|
|
info.option_count = 0;
|
|
info.log_level = VKD3D_SHADER_LOG_WARNING;
|
|
info.source_name = NULL;
|
|
|
|
if ((ret = vkd3d_shader_scan(&info, &messages)) < 0)
|
|
ERR("Failed to scan shader, ret %d.\n", ret);
|
|
if (messages && *messages && FIXME_ON(d3d_shader))
|
|
{
|
|
const char *ptr = messages;
|
|
const char *line;
|
|
|
|
FIXME("Shader log:\n");
|
|
while ((line = get_line(&ptr)))
|
|
{
|
|
FIXME(" %.*s", (int)(ptr - line), line);
|
|
}
|
|
FIXME("\n");
|
|
}
|
|
vkd3d_shader_free_messages(messages);
|
|
}
|
|
|
|
static void shader_spirv_precompile_compute(struct wined3d_shader *shader)
|
|
{
|
|
struct shader_spirv_compute_program_vk *program_vk;
|
|
|
|
if (!(program_vk = shader->backend_data))
|
|
{
|
|
if (!(program_vk = heap_alloc_zero(sizeof(*program_vk))))
|
|
ERR("Failed to allocate program.\n");
|
|
shader->backend_data = program_vk;
|
|
}
|
|
|
|
shader_spirv_scan_shader(shader, &program_vk->descriptor_info);
|
|
}
|
|
|
|
static void shader_spirv_precompile(void *shader_priv, struct wined3d_shader *shader)
|
|
{
|
|
struct shader_spirv_graphics_program_vk *program_vk;
|
|
|
|
TRACE("shader_priv %p, shader %p.\n", shader_priv, shader);
|
|
|
|
if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
|
|
{
|
|
shader_spirv_precompile_compute(shader);
|
|
return;
|
|
}
|
|
|
|
if (!(program_vk = shader->backend_data))
|
|
{
|
|
if (!(program_vk = heap_alloc_zero(sizeof(*program_vk))))
|
|
ERR("Failed to allocate program.\n");
|
|
shader->backend_data = program_vk;
|
|
}
|
|
|
|
shader_spirv_scan_shader(shader, &program_vk->descriptor_info);
|
|
}
|
|
|
|
static void shader_spirv_select(void *shader_priv, struct wined3d_context *context,
|
|
const struct wined3d_state *state)
|
|
{
|
|
struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
|
|
struct shader_spirv_graphics_program_variant_vk *variant_vk;
|
|
struct shader_spirv_resource_bindings *bindings;
|
|
size_t binding_base[WINED3D_SHADER_TYPE_COUNT];
|
|
struct wined3d_pipeline_layout_vk *layout_vk;
|
|
struct shader_spirv_priv *priv = shader_priv;
|
|
enum wined3d_shader_type shader_type;
|
|
struct wined3d_shader *shader;
|
|
|
|
priv->vertex_pipe->vp_enable(context, !use_vs(state));
|
|
priv->fragment_pipe->fp_enable(context, !use_ps(state));
|
|
|
|
bindings = &priv->bindings;
|
|
memcpy(binding_base, bindings->binding_base, sizeof(bindings->binding_base));
|
|
if (!shader_spirv_resource_bindings_init(bindings, &context_vk->graphics.bindings,
|
|
state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)))
|
|
{
|
|
ERR("Failed to initialise shader resource bindings.\n");
|
|
goto fail;
|
|
}
|
|
if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
|
|
context->shader_update_mask |= 1u << bindings->so_stage;
|
|
|
|
layout_vk = wined3d_context_vk_get_pipeline_layout(context_vk, bindings->vk_bindings, bindings->vk_binding_count);
|
|
context_vk->graphics.vk_set_layout = layout_vk->vk_set_layout;
|
|
context_vk->graphics.vk_pipeline_layout = layout_vk->vk_pipeline_layout;
|
|
|
|
for (shader_type = 0; shader_type < ARRAY_SIZE(context_vk->graphics.vk_modules); ++shader_type)
|
|
{
|
|
if (!(context->shader_update_mask & (1u << shader_type)) && (!context_vk->graphics.vk_modules[shader_type]
|
|
|| binding_base[shader_type] == bindings->binding_base[shader_type]))
|
|
continue;
|
|
|
|
if (!(shader = state->shader[shader_type]) || !shader->function)
|
|
{
|
|
context_vk->graphics.vk_modules[shader_type] = VK_NULL_HANDLE;
|
|
continue;
|
|
}
|
|
|
|
if (!(variant_vk = shader_spirv_find_graphics_program_variant_vk(priv, context_vk, shader, state, bindings)))
|
|
goto fail;
|
|
context_vk->graphics.vk_modules[shader_type] = variant_vk->vk_module;
|
|
}
|
|
|
|
return;
|
|
|
|
fail:
|
|
context_vk->graphics.vk_set_layout = VK_NULL_HANDLE;
|
|
context_vk->graphics.vk_pipeline_layout = VK_NULL_HANDLE;
|
|
}
|
|
|
|
static void shader_spirv_select_compute(void *shader_priv,
|
|
struct wined3d_context *context, const struct wined3d_state *state)
|
|
{
|
|
struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
|
|
struct shader_spirv_compute_program_vk *program;
|
|
struct shader_spirv_priv *priv = shader_priv;
|
|
struct wined3d_shader *shader;
|
|
|
|
if (!shader_spirv_resource_bindings_init(&priv->bindings,
|
|
&context_vk->compute.bindings, state, 1u << WINED3D_SHADER_TYPE_COMPUTE))
|
|
ERR("Failed to initialise shader resource bindings.\n");
|
|
|
|
if ((shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
|
|
program = shader_spirv_find_compute_program_vk(priv, context_vk, shader, &priv->bindings);
|
|
else
|
|
program = NULL;
|
|
|
|
if (program)
|
|
{
|
|
context_vk->compute.vk_pipeline = program->vk_pipeline;
|
|
context_vk->compute.vk_set_layout = program->vk_set_layout;
|
|
context_vk->compute.vk_pipeline_layout = program->vk_pipeline_layout;
|
|
}
|
|
else
|
|
{
|
|
context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
|
|
context_vk->compute.vk_set_layout = VK_NULL_HANDLE;
|
|
context_vk->compute.vk_pipeline_layout = VK_NULL_HANDLE;
|
|
}
|
|
}
|
|
|
|
static void shader_spirv_disable(void *shader_priv, struct wined3d_context *context)
|
|
{
|
|
struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
|
|
struct shader_spirv_priv *priv = shader_priv;
|
|
|
|
priv->vertex_pipe->vp_enable(context, false);
|
|
priv->fragment_pipe->fp_enable(context, false);
|
|
|
|
context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
|
|
context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
|
|
| (1u << WINED3D_SHADER_TYPE_VERTEX)
|
|
| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
|
|
| (1u << WINED3D_SHADER_TYPE_HULL)
|
|
| (1u << WINED3D_SHADER_TYPE_DOMAIN)
|
|
| (1u << WINED3D_SHADER_TYPE_COMPUTE);
|
|
}
|
|
|
|
static void shader_spirv_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
|
|
{
|
|
WARN("Not implemented.\n");
|
|
}
|
|
|
|
static void shader_spirv_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
|
|
{
|
|
WARN("Not implemented.\n");
|
|
}
|
|
|
|
static void shader_spirv_load_constants(void *shader_priv, struct wined3d_context *context,
|
|
const struct wined3d_state *state)
|
|
{
|
|
WARN("Not implemented.\n");
|
|
}
|
|
|
|
static void shader_spirv_invalidate_compute_program(struct wined3d_context_vk *context_vk,
|
|
const struct shader_spirv_compute_program_vk *program)
|
|
{
|
|
if (context_vk->compute.vk_pipeline == program->vk_pipeline)
|
|
{
|
|
context_vk->c.shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
|
|
context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
|
|
}
|
|
}
|
|
|
|
static void shader_spirv_invalidate_contexts_compute_program(struct wined3d_device *device,
|
|
const struct shader_spirv_compute_program_vk *program)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < device->context_count; ++i)
|
|
{
|
|
shader_spirv_invalidate_compute_program(wined3d_context_vk(device->contexts[i]), program);
|
|
}
|
|
}
|
|
|
|
static void shader_spirv_invalidate_graphics_program_variant(struct wined3d_context_vk *context_vk,
|
|
const struct shader_spirv_graphics_program_variant_vk *variant)
|
|
{
|
|
enum wined3d_shader_type shader_type;
|
|
|
|
for (shader_type = 0; shader_type < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++shader_type)
|
|
{
|
|
if (context_vk->graphics.vk_modules[shader_type] != variant->vk_module)
|
|
continue;
|
|
|
|
context_vk->graphics.vk_modules[shader_type] = VK_NULL_HANDLE;
|
|
context_vk->c.shader_update_mask |= (1u << shader_type);
|
|
}
|
|
}
|
|
|
|
static void shader_spirv_invalidate_contexts_graphics_program_variant(struct wined3d_device *device,
|
|
const struct shader_spirv_graphics_program_variant_vk *variant)
|
|
{
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < device->context_count; ++i)
|
|
{
|
|
shader_spirv_invalidate_graphics_program_variant(wined3d_context_vk(device->contexts[i]), variant);
|
|
}
|
|
}
|
|
|
|
static void shader_spirv_destroy_compute_vk(struct wined3d_shader *shader)
|
|
{
|
|
struct wined3d_device_vk *device_vk = wined3d_device_vk(shader->device);
|
|
struct shader_spirv_compute_program_vk *program = shader->backend_data;
|
|
struct wined3d_vk_info *vk_info = &device_vk->vk_info;
|
|
|
|
shader_spirv_invalidate_contexts_compute_program(&device_vk->d, program);
|
|
VK_CALL(vkDestroyPipeline(device_vk->vk_device, program->vk_pipeline, NULL));
|
|
VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
|
|
vkd3d_shader_free_scan_descriptor_info(&program->descriptor_info);
|
|
shader->backend_data = NULL;
|
|
heap_free(program);
|
|
}
|
|
|
|
static void shader_spirv_destroy(struct wined3d_shader *shader)
|
|
{
|
|
struct wined3d_device_vk *device_vk = wined3d_device_vk(shader->device);
|
|
struct shader_spirv_graphics_program_variant_vk *variant_vk;
|
|
struct wined3d_vk_info *vk_info = &device_vk->vk_info;
|
|
struct shader_spirv_graphics_program_vk *program_vk;
|
|
size_t i;
|
|
|
|
if (!shader->backend_data)
|
|
return;
|
|
|
|
if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
|
|
{
|
|
shader_spirv_destroy_compute_vk(shader);
|
|
return;
|
|
}
|
|
|
|
program_vk = shader->backend_data;
|
|
for (i = 0; i < program_vk->variant_count; ++i)
|
|
{
|
|
variant_vk = &program_vk->variants[i];
|
|
shader_spirv_invalidate_contexts_graphics_program_variant(&device_vk->d, variant_vk);
|
|
VK_CALL(vkDestroyShaderModule(device_vk->vk_device, variant_vk->vk_module, NULL));
|
|
}
|
|
heap_free(program_vk->variants);
|
|
vkd3d_shader_free_scan_descriptor_info(&program_vk->descriptor_info);
|
|
|
|
shader->backend_data = NULL;
|
|
heap_free(program_vk);
|
|
}
|
|
|
|
static HRESULT shader_spirv_alloc(struct wined3d_device *device,
|
|
const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct wined3d_fragment_pipe_ops *fragment_pipe)
|
|
{
|
|
struct fragment_caps fragment_caps;
|
|
void *vertex_priv, *fragment_priv;
|
|
struct shader_spirv_priv *priv;
|
|
|
|
if (!(priv = heap_alloc(sizeof(*priv))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
if (!(vertex_priv = vertex_pipe->vp_alloc(&spirv_shader_backend_vk, priv)))
|
|
{
|
|
ERR("Failed to initialise vertex pipe.\n");
|
|
heap_free(priv);
|
|
return E_FAIL;
|
|
}
|
|
|
|
if (!(fragment_priv = fragment_pipe->alloc_private(&spirv_shader_backend_vk, priv)))
|
|
{
|
|
ERR("Failed to initialise fragment pipe.\n");
|
|
vertex_pipe->vp_free(device, NULL);
|
|
heap_free(priv);
|
|
return E_FAIL;
|
|
}
|
|
|
|
priv->vertex_pipe = vertex_pipe;
|
|
priv->fragment_pipe = fragment_pipe;
|
|
fragment_pipe->get_caps(device->adapter, &fragment_caps);
|
|
priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
|
|
memset(&priv->bindings, 0, sizeof(priv->bindings));
|
|
|
|
device->vertex_priv = vertex_priv;
|
|
device->fragment_priv = fragment_priv;
|
|
device->shader_priv = priv;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void shader_spirv_free(struct wined3d_device *device, struct wined3d_context *context)
|
|
{
|
|
struct shader_spirv_priv *priv = device->shader_priv;
|
|
|
|
shader_spirv_resource_bindings_cleanup(&priv->bindings);
|
|
priv->fragment_pipe->free_private(device, context);
|
|
priv->vertex_pipe->vp_free(device, context);
|
|
heap_free(priv);
|
|
}
|
|
|
|
static BOOL shader_spirv_allocate_context_data(struct wined3d_context *context)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static void shader_spirv_free_context_data(struct wined3d_context *context)
|
|
{
|
|
}
|
|
|
|
static void shader_spirv_init_context_state(struct wined3d_context *context)
|
|
{
|
|
}
|
|
|
|
static void shader_spirv_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
|
|
{
|
|
caps->vs_version = min(wined3d_settings.max_sm_vs, 5);
|
|
caps->hs_version = min(wined3d_settings.max_sm_hs, 5);
|
|
caps->ds_version = min(wined3d_settings.max_sm_ds, 5);
|
|
caps->gs_version = min(wined3d_settings.max_sm_gs, 5);
|
|
caps->ps_version = min(wined3d_settings.max_sm_ps, 5);
|
|
caps->cs_version = min(wined3d_settings.max_sm_cs, 5);
|
|
|
|
caps->vs_uniform_count = WINED3D_MAX_VS_CONSTS_F;
|
|
caps->ps_uniform_count = WINED3D_MAX_PS_CONSTS_F;
|
|
caps->ps_1x_max_value = FLT_MAX;
|
|
caps->varying_count = 0;
|
|
caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
|
|
| WINED3D_SHADER_CAP_SRGB_WRITE
|
|
| WINED3D_SHADER_CAP_FULL_FFP_VARYINGS;
|
|
}
|
|
|
|
static BOOL shader_spirv_color_fixup_supported(struct color_fixup_desc fixup)
|
|
{
|
|
return is_identity_fixup(fixup);
|
|
}
|
|
|
|
static BOOL shader_spirv_has_ffp_proj_control(void *shader_priv)
|
|
{
|
|
struct shader_spirv_priv *priv = shader_priv;
|
|
|
|
return priv->ffp_proj_control;
|
|
}
|
|
|
|
static const struct wined3d_shader_backend_ops spirv_shader_backend_vk =
|
|
{
|
|
.shader_handle_instruction = shader_spirv_handle_instruction,
|
|
.shader_precompile = shader_spirv_precompile,
|
|
.shader_select = shader_spirv_select,
|
|
.shader_select_compute = shader_spirv_select_compute,
|
|
.shader_disable = shader_spirv_disable,
|
|
.shader_update_float_vertex_constants = shader_spirv_update_float_vertex_constants,
|
|
.shader_update_float_pixel_constants = shader_spirv_update_float_pixel_constants,
|
|
.shader_load_constants = shader_spirv_load_constants,
|
|
.shader_destroy = shader_spirv_destroy,
|
|
.shader_alloc_private = shader_spirv_alloc,
|
|
.shader_free_private = shader_spirv_free,
|
|
.shader_allocate_context_data = shader_spirv_allocate_context_data,
|
|
.shader_free_context_data = shader_spirv_free_context_data,
|
|
.shader_init_context_state = shader_spirv_init_context_state,
|
|
.shader_get_caps = shader_spirv_get_caps,
|
|
.shader_color_fixup_supported = shader_spirv_color_fixup_supported,
|
|
.shader_has_ffp_proj_control = shader_spirv_has_ffp_proj_control,
|
|
};
|
|
|
|
const struct wined3d_shader_backend_ops *wined3d_spirv_shader_backend_init_vk(void)
|
|
{
|
|
if (!wined3d_init_vkd3d())
|
|
return NULL;
|
|
|
|
return &spirv_shader_backend_vk;
|
|
}
|
|
|
|
void wined3d_spirv_shader_backend_cleanup(void)
|
|
{
|
|
wined3d_unload_vkd3d_shader();
|
|
}
|
|
|
|
static void spirv_vertex_pipe_vk_vp_enable(const struct wined3d_context *context, BOOL enable)
|
|
{
|
|
/* Nothing to do. */
|
|
}
|
|
|
|
static void spirv_vertex_pipe_vk_vp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
|
|
{
|
|
memset(caps, 0, sizeof(*caps));
|
|
}
|
|
|
|
static uint32_t spirv_vertex_pipe_vk_vp_get_emul_mask(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
static void *spirv_vertex_pipe_vk_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
|
|
{
|
|
if (shader_backend != &spirv_shader_backend_vk)
|
|
{
|
|
FIXME("SPIR-V vertex pipe without SPIR-V shader backend not implemented.\n");
|
|
return NULL;
|
|
}
|
|
|
|
return shader_priv;
|
|
}
|
|
|
|
static void spirv_vertex_pipe_vk_vp_free(struct wined3d_device *device, struct wined3d_context *context)
|
|
{
|
|
/* Nothing to do. */
|
|
}
|
|
|
|
static const struct wined3d_state_entry_template spirv_vertex_pipe_vk_vp_states[] =
|
|
{
|
|
{STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_RENDER(WINED3D_RS_LIGHTING), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALE_A), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALE_B), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALE_C), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), state_nop}},
|
|
{STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_RENDER(WINED3D_RS_TWEENFACTOR), state_nop}},
|
|
{STATE_MATERIAL, {STATE_MATERIAL, state_nop}},
|
|
{STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), state_nop}},
|
|
{STATE_LIGHT_TYPE, {STATE_LIGHT_TYPE, state_nop}},
|
|
{0}, /* Terminate */
|
|
};
|
|
|
|
static const struct wined3d_vertex_pipe_ops spirv_vertex_pipe_vk =
|
|
{
|
|
.vp_enable = spirv_vertex_pipe_vk_vp_enable,
|
|
.vp_get_caps = spirv_vertex_pipe_vk_vp_get_caps,
|
|
.vp_get_emul_mask = spirv_vertex_pipe_vk_vp_get_emul_mask,
|
|
.vp_alloc = spirv_vertex_pipe_vk_vp_alloc,
|
|
.vp_free = spirv_vertex_pipe_vk_vp_free,
|
|
.vp_states = spirv_vertex_pipe_vk_vp_states,
|
|
};
|
|
|
|
const struct wined3d_vertex_pipe_ops *wined3d_spirv_vertex_pipe_init_vk(void)
|
|
{
|
|
return &spirv_vertex_pipe_vk;
|
|
}
|
|
|
|
static void spirv_fragment_pipe_vk_fp_enable(const struct wined3d_context *context, BOOL enable)
|
|
{
|
|
/* Nothing to do. */
|
|
}
|
|
|
|
static void spirv_fragment_pipe_vk_fp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
|
|
{
|
|
memset(caps, 0, sizeof(*caps));
|
|
}
|
|
|
|
static uint32_t spirv_fragment_pipe_vk_fp_get_emul_mask(const struct wined3d_gl_info *gl_info)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
static void *spirv_fragment_pipe_vk_fp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
|
|
{
|
|
if (shader_backend != &spirv_shader_backend_vk)
|
|
{
|
|
FIXME("SPIR-V fragment pipe without SPIR-V shader backend not implemented.\n");
|
|
return NULL;
|
|
}
|
|
|
|
return shader_priv;
|
|
}
|
|
|
|
static void spirv_fragment_pipe_vk_fp_free(struct wined3d_device *device, struct wined3d_context *context)
|
|
{
|
|
/* Nothing to do. */
|
|
}
|
|
|
|
static BOOL spirv_fragment_pipe_vk_fp_alloc_context_data(struct wined3d_context *context)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static void spirv_fragment_pipe_vk_fp_free_context_data(struct wined3d_context *context)
|
|
{
|
|
/* Nothing to do. */
|
|
}
|
|
|
|
static const struct wined3d_state_entry_template spirv_fragment_pipe_vk_fp_states[] =
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{
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{STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_nop}},
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{STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAREF), state_nop}},
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{STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), state_nop}},
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{STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), state_nop}},
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{STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), state_nop}},
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{STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), state_nop}},
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{STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGEND), state_nop}},
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{STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), state_nop}},
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{STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_nop}},
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{STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), state_nop}},
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{STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_nop}},
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{STATE_POINT_ENABLE, {STATE_POINT_ENABLE, state_nop}},
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{STATE_COLOR_KEY, {STATE_COLOR_KEY, state_nop}},
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{0}, /* Terminate */
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};
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static const struct wined3d_fragment_pipe_ops spirv_fragment_pipe_vk =
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{
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.fp_enable = spirv_fragment_pipe_vk_fp_enable,
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.get_caps = spirv_fragment_pipe_vk_fp_get_caps,
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.get_emul_mask = spirv_fragment_pipe_vk_fp_get_emul_mask,
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.alloc_private = spirv_fragment_pipe_vk_fp_alloc,
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.free_private = spirv_fragment_pipe_vk_fp_free,
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.allocate_context_data = spirv_fragment_pipe_vk_fp_alloc_context_data,
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.free_context_data = spirv_fragment_pipe_vk_fp_free_context_data,
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.color_fixup_supported = shader_spirv_color_fixup_supported,
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.states = spirv_fragment_pipe_vk_fp_states,
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};
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const struct wined3d_fragment_pipe_ops *wined3d_spirv_fragment_pipe_init_vk(void)
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{
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return &spirv_fragment_pipe_vk;
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}
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#else
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const struct wined3d_shader_backend_ops *wined3d_spirv_shader_backend_init_vk(void)
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{
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|
ERR_(winediag)("Wine was built without libvkd3d-shader support.\n");
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return NULL;
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}
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|
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void wined3d_spirv_shader_backend_cleanup(void)
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{
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|
}
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|
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const struct wined3d_vertex_pipe_ops *wined3d_spirv_vertex_pipe_init_vk(void)
|
|
{
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|
return &none_vertex_pipe;
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|
}
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|
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const struct wined3d_fragment_pipe_ops *wined3d_spirv_fragment_pipe_init_vk(void)
|
|
{
|
|
return &none_fragment_pipe;
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|
}
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|
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#endif /* defined(SONAME_LIBVKD3D_SHADER) */
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