507 lines
18 KiB
C
507 lines
18 KiB
C
/*
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* Copyright 2018 Henri Verbeet 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_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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static const struct wined3d_shader_backend_ops spirv_shader_backend_vk;
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struct shader_spirv_resource_bindings
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{
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VkDescriptorSetLayoutBinding *vk_bindings;
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SIZE_T vk_bindings_size, vk_binding_count;
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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_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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};
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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 VkShaderModule shader_spirv_compile(struct wined3d_context_vk *context_vk,
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struct wined3d_shader *shader, const struct shader_spirv_resource_bindings *bindings)
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{
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FIXME("Not implemented.\n");
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return VK_NULL_HANDLE;
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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 program;
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if (!(program = heap_alloc(sizeof(*program))))
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return NULL;
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if (!(program->vk_module = shader_spirv_compile(context_vk, shader, bindings)))
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{
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heap_free(program);
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return NULL;
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}
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if (!(layout = wined3d_context_vk_get_pipeline_layout(context_vk,
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bindings->vk_bindings, bindings->vk_binding_count)))
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{
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VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
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heap_free(program);
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return NULL;
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}
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program->vk_set_layout = layout->vk_set_layout;
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program->vk_pipeline_layout = layout->vk_pipeline_layout;
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pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
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pipeline_info.pNext = NULL;
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pipeline_info.flags = 0;
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pipeline_info.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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pipeline_info.stage.pNext = NULL;
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pipeline_info.stage.flags = 0;
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pipeline_info.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
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pipeline_info.stage.pName = "main";
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pipeline_info.stage.pSpecializationInfo = NULL;
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pipeline_info.stage.module = program->vk_module;
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pipeline_info.layout = program->vk_pipeline_layout;
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pipeline_info.basePipelineHandle = VK_NULL_HANDLE;
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pipeline_info.basePipelineIndex = -1;
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if ((vr = VK_CALL(vkCreateComputePipelines(device_vk->vk_device,
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VK_NULL_HANDLE, 1, &pipeline_info, NULL, &program->vk_pipeline))) < 0)
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{
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ERR("Failed to create Vulkan compute pipeline, vr %s.\n", wined3d_debug_vkresult(vr));
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VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
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heap_free(program);
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return NULL;
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}
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shader->backend_data = program;
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return program;
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}
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static void shader_spirv_resource_bindings_cleanup(struct shader_spirv_resource_bindings *bindings)
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{
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heap_free(bindings->vk_bindings);
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}
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static bool shader_spirv_resource_bindings_add_binding(struct shader_spirv_resource_bindings *bindings,
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VkDescriptorType vk_type, VkShaderStageFlagBits vk_stage, size_t *binding_idx)
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{
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SIZE_T binding_count = bindings->vk_binding_count;
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VkDescriptorSetLayoutBinding *binding;
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if (!wined3d_array_reserve((void **)&bindings->vk_bindings, &bindings->vk_bindings_size,
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binding_count + 1, sizeof(*bindings->vk_bindings)))
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return false;
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*binding_idx = binding_count;
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binding = &bindings->vk_bindings[binding_count];
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binding->binding = binding_count;
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binding->descriptorType = vk_type;
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binding->descriptorCount = 1;
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binding->stageFlags = vk_stage;
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binding->pImmutableSamplers = NULL;
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++bindings->vk_binding_count;
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return true;
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}
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static bool wined3d_shader_resource_bindings_add_binding(struct wined3d_shader_resource_bindings *bindings,
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enum wined3d_shader_type shader_type, enum wined3d_shader_descriptor_type shader_descriptor_type,
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size_t resource_idx, enum wined3d_shader_resource_type resource_type,
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enum wined3d_data_type resource_data_type, size_t binding_idx)
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{
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struct wined3d_shader_resource_binding *binding;
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SIZE_T binding_count = bindings->count;
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if (!wined3d_array_reserve((void **)&bindings->bindings, &bindings->size,
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binding_count + 1, sizeof(*bindings->bindings)))
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return false;
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binding = &bindings->bindings[binding_count];
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binding->shader_type = shader_type;
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binding->shader_descriptor_type = shader_descriptor_type;
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binding->resource_idx = resource_idx;
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binding->resource_type = resource_type;
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binding->resource_data_type = resource_data_type;
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binding->binding_idx = binding_idx;
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++bindings->count;
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return true;
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}
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static bool shader_spirv_resource_bindings_init(struct shader_spirv_resource_bindings *bindings,
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struct wined3d_shader_resource_bindings *wined3d_bindings,
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const struct wined3d_state *state, uint32_t shader_mask)
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{
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const struct wined3d_shader_resource_info *resource_info;
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const struct wined3d_shader_reg_maps *reg_maps;
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enum wined3d_shader_type shader_type;
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VkDescriptorType vk_descriptor_type;
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size_t binding_idx, register_idx;
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VkShaderStageFlagBits vk_stage;
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struct wined3d_shader *shader;
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unsigned int i;
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uint32_t map;
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bindings->vk_binding_count = 0;
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wined3d_bindings->count = 0;
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for (shader_type = 0; shader_type < WINED3D_SHADER_TYPE_COUNT; ++shader_type)
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{
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if (!(shader_mask & (1u << shader_type)) || !(shader = state->shader[shader_type]))
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continue;
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reg_maps = &shader->reg_maps;
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vk_stage = vk_shader_stage_from_wined3d(shader_type);
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map = reg_maps->cb_map;
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while (map)
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{
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register_idx = wined3d_bit_scan(&map);
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if (!shader_spirv_resource_bindings_add_binding(bindings,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, vk_stage, &binding_idx))
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return false;
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if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings,
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shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_CBV, register_idx,
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WINED3D_SHADER_RESOURCE_BUFFER, WINED3D_DATA_UINT, binding_idx))
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return false;
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}
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for (i = 0; i < ARRAY_SIZE(reg_maps->resource_map); ++i)
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{
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map = reg_maps->resource_map[i];
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while (map)
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{
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register_idx = (i << 5) + wined3d_bit_scan(&map);
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resource_info = ®_maps->resource_info[register_idx];
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if (resource_info->type == WINED3D_SHADER_RESOURCE_BUFFER)
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vk_descriptor_type = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
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else
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vk_descriptor_type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
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if (!shader_spirv_resource_bindings_add_binding(bindings,
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vk_descriptor_type, vk_stage, &binding_idx))
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return false;
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if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings,
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shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_SRV, register_idx,
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resource_info->type, resource_info->data_type, binding_idx))
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return false;
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}
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}
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for (register_idx = 0; register_idx < ARRAY_SIZE(reg_maps->uav_resource_info); ++register_idx)
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{
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resource_info = ®_maps->uav_resource_info[register_idx];
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if (resource_info->type == WINED3D_SHADER_RESOURCE_NONE)
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continue;
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if (resource_info->type == WINED3D_SHADER_RESOURCE_BUFFER)
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vk_descriptor_type = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
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else
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vk_descriptor_type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
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if (!shader_spirv_resource_bindings_add_binding(bindings,
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vk_descriptor_type, vk_stage, &binding_idx))
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return false;
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if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings,
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shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_UAV, register_idx,
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resource_info->type, resource_info->data_type, binding_idx))
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return false;
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if (reg_maps->uav_counter_mask & (1u << register_idx))
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{
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if (!shader_spirv_resource_bindings_add_binding(bindings,
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VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, vk_stage, &binding_idx))
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return false;
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if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings,
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shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER, register_idx,
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WINED3D_SHADER_RESOURCE_BUFFER, WINED3D_DATA_UINT, binding_idx))
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return false;
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}
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}
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map = 0;
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for (i = 0; i < reg_maps->sampler_map.count; ++i)
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{
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if (reg_maps->sampler_map.entries[i].sampler_idx != WINED3D_SAMPLER_DEFAULT)
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map |= 1u << reg_maps->sampler_map.entries[i].sampler_idx;
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}
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while (map)
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{
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register_idx = wined3d_bit_scan(&map);
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if (!shader_spirv_resource_bindings_add_binding(bindings,
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VK_DESCRIPTOR_TYPE_SAMPLER, vk_stage, &binding_idx))
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return false;
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if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings,
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shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, register_idx,
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WINED3D_SHADER_RESOURCE_NONE, WINED3D_DATA_SAMPLER, binding_idx))
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return false;
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}
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}
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return true;
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}
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static void shader_spirv_precompile(void *shader_priv, struct wined3d_shader *shader)
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{
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WARN("Not implemented.\n");
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}
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static void shader_spirv_select(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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struct shader_spirv_priv *priv = shader_priv;
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priv->vertex_pipe->vp_enable(context, !use_vs(state));
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priv->fragment_pipe->fp_enable(context, !use_ps(state));
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}
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static void shader_spirv_select_compute(void *shader_priv,
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struct wined3d_context *context, const struct wined3d_state *state)
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{
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struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
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struct shader_spirv_compute_program_vk *program;
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struct shader_spirv_priv *priv = shader_priv;
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struct wined3d_shader *shader;
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if (!shader_spirv_resource_bindings_init(&priv->bindings,
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&context_vk->compute.bindings, state, 1u << WINED3D_SHADER_TYPE_COMPUTE))
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ERR("Failed to initialise shader resource bindings.\n");
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if ((shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
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program = shader_spirv_find_compute_program_vk(priv, context_vk, shader, &priv->bindings);
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else
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program = NULL;
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if (program)
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{
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context_vk->compute.vk_pipeline = program->vk_pipeline;
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context_vk->compute.vk_set_layout = program->vk_set_layout;
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context_vk->compute.vk_pipeline_layout = program->vk_pipeline_layout;
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}
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else
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{
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context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
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context_vk->compute.vk_set_layout = VK_NULL_HANDLE;
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context_vk->compute.vk_pipeline_layout = VK_NULL_HANDLE;
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}
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}
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static void shader_spirv_disable(void *shader_priv, struct wined3d_context *context)
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{
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struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
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struct shader_spirv_priv *priv = shader_priv;
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priv->vertex_pipe->vp_enable(context, false);
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priv->fragment_pipe->fp_enable(context, false);
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context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
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context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
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| (1u << WINED3D_SHADER_TYPE_VERTEX)
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| (1u << WINED3D_SHADER_TYPE_GEOMETRY)
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| (1u << WINED3D_SHADER_TYPE_HULL)
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| (1u << WINED3D_SHADER_TYPE_DOMAIN)
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| (1u << WINED3D_SHADER_TYPE_COMPUTE);
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}
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static void shader_spirv_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
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{
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WARN("Not implemented.\n");
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}
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static void shader_spirv_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
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{
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WARN("Not implemented.\n");
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}
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static void shader_spirv_load_constants(void *shader_priv, struct wined3d_context *context,
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const struct wined3d_state *state)
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{
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WARN("Not implemented.\n");
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}
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static void shader_spirv_invalidate_compute_program(struct wined3d_context_vk *context_vk,
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const struct shader_spirv_compute_program_vk *program)
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{
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if (context_vk->compute.vk_pipeline == program->vk_pipeline)
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{
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context_vk->c.shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
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context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
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}
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}
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static void shader_spirv_invalidate_contexts_compute_program(struct wined3d_device *device,
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const struct shader_spirv_compute_program_vk *program)
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{
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unsigned int i;
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for (i = 0; i < device->context_count; ++i)
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{
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shader_spirv_invalidate_compute_program(wined3d_context_vk(device->contexts[i]), program);
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}
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}
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static void shader_spirv_destroy(struct wined3d_shader *shader)
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{
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struct wined3d_device_vk *device_vk = wined3d_device_vk(shader->device);
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struct wined3d_vk_info *vk_info = &device_vk->vk_info;
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struct shader_spirv_compute_program_vk *program;
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if (!(program = shader->backend_data))
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return;
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shader_spirv_invalidate_contexts_compute_program(&device_vk->d, program);
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VK_CALL(vkDestroyPipeline(device_vk->vk_device, program->vk_pipeline, NULL));
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VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
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shader->backend_data = NULL;
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heap_free(program);
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}
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static HRESULT shader_spirv_alloc(struct wined3d_device *device,
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const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct wined3d_fragment_pipe_ops *fragment_pipe)
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{
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struct fragment_caps fragment_caps;
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void *vertex_priv, *fragment_priv;
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struct shader_spirv_priv *priv;
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if (!(priv = heap_alloc(sizeof(*priv))))
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return E_OUTOFMEMORY;
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if (!(vertex_priv = vertex_pipe->vp_alloc(&spirv_shader_backend_vk, priv)))
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{
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ERR("Failed to initialise vertex pipe.\n");
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heap_free(priv);
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return E_FAIL;
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}
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if (!(fragment_priv = fragment_pipe->alloc_private(&spirv_shader_backend_vk, priv)))
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{
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ERR("Failed to initialise fragment pipe.\n");
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vertex_pipe->vp_free(device, NULL);
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heap_free(priv);
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return E_FAIL;
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}
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priv->vertex_pipe = vertex_pipe;
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priv->fragment_pipe = fragment_pipe;
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fragment_pipe->get_caps(device->adapter, &fragment_caps);
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priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
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memset(&priv->bindings, 0, sizeof(priv->bindings));
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device->vertex_priv = vertex_priv;
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device->fragment_priv = fragment_priv;
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device->shader_priv = priv;
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return WINED3D_OK;
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}
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static void shader_spirv_free(struct wined3d_device *device, struct wined3d_context *context)
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{
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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)
|
|
{
|
|
memset(caps, 0, sizeof(*caps));
|
|
}
|
|
|
|
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)
|
|
{
|
|
return &spirv_shader_backend_vk;
|
|
}
|