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wined3d: Implement vertex shader stream output in the SPIR-V shader backend.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
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3d883c640c
commit
3ee141b81d
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@ -54,6 +54,7 @@ struct shader_spirv_resource_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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@ -80,6 +81,7 @@ struct shader_spirv_compile_arguments
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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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@ -276,17 +278,14 @@ static const char *get_line(const char **ptr)
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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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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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enum wined3d_shader_type shader_type = shader->reg_maps.shader_version.type;
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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 (shader_type == WINED3D_SHADER_TYPE_GEOMETRY && shader->u.gs.so_desc)
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if (so_desc)
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{
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const struct wined3d_stream_output_desc *so_desc = shader->u.gs.so_desc;
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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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@ -307,7 +306,7 @@ static void shader_spirv_init_shader_interface_vk(struct wined3d_shader_spirv_sh
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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)
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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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@ -322,7 +321,7 @@ static VkShaderModule shader_spirv_compile(struct wined3d_context_vk *context_vk
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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);
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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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@ -383,13 +382,17 @@ static struct shader_spirv_graphics_program_variant_vk *shader_spirv_find_graphi
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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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size_t binding_base = bindings->binding_base[shader->reg_maps.shader_version.type];
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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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@ -398,7 +401,7 @@ static struct shader_spirv_graphics_program_variant_vk *shader_spirv_find_graphi
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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->binding_base == binding_base
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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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@ -410,7 +413,7 @@ static struct shader_spirv_graphics_program_variant_vk *shader_spirv_find_graphi
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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)))
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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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@ -434,7 +437,7 @@ static struct shader_spirv_compute_program_vk *shader_spirv_find_compute_program
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if (program->vk_module)
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return program;
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if (!(program->vk_module = shader_spirv_compile(context_vk, shader, NULL, bindings)))
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if (!(program->vk_module = shader_spirv_compile(context_vk, shader, NULL, bindings, NULL)))
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return NULL;
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if (!(layout = wined3d_context_vk_get_pipeline_layout(context_vk,
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@ -671,6 +674,7 @@ static bool shader_spirv_resource_bindings_init(struct shader_spirv_resource_bin
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bindings->binding_count = 0;
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bindings->uav_counter_count = 0;
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bindings->vk_binding_count = 0;
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bindings->so_stage = WINED3D_SHADER_TYPE_GEOMETRY;
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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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@ -681,9 +685,15 @@ static bool shader_spirv_resource_bindings_init(struct shader_spirv_resource_bin
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continue;
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if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
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{
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descriptor_info = &((struct shader_spirv_compute_program_vk *)shader->backend_data)->descriptor_info;
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}
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else
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{
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descriptor_info = &((struct shader_spirv_graphics_program_vk *)shader->backend_data)->descriptor_info;
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if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY && !shader->function)
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bindings->so_stage = WINED3D_SHADER_TYPE_VERTEX;
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}
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vk_stage = vk_shader_stage_from_wined3d(shader_type);
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shader_visibility = vkd3d_shader_visibility_from_wined3d(shader_type);
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@ -829,6 +839,8 @@ static void shader_spirv_select(void *shader_priv, struct wined3d_context *conte
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ERR("Failed to initialise shader resource bindings.\n");
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goto fail;
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}
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if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
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context->shader_update_mask |= 1u << bindings->so_stage;
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layout_vk = wined3d_context_vk_get_pipeline_layout(context_vk, bindings->vk_bindings, bindings->vk_binding_count);
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context_vk->graphics.vk_set_layout = layout_vk->vk_set_layout;
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@ -840,7 +852,7 @@ static void shader_spirv_select(void *shader_priv, struct wined3d_context *conte
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|| binding_base[shader_type] == bindings->binding_base[shader_type]))
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continue;
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if (!(shader = state->shader[shader_type]))
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if (!(shader = state->shader[shader_type]) || !shader->function)
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{
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context_vk->graphics.vk_modules[shader_type] = VK_NULL_HANDLE;
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continue;
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