[D3D12] DXBC shared memory

This commit is contained in:
Triang3l 2018-08-30 19:46:06 +03:00
parent 8d7559f0f9
commit 8376918bb7
1 changed files with 49 additions and 8 deletions

View File

@ -39,8 +39,7 @@ void DxbcShaderTranslator::Reset() {
void DxbcShaderTranslator::EmitDclResourceOperand(uint32_t type, uint32_t id,
uint32_t lower_bound,
uint32_t upper_bound) {
// TODO(Triang3l): Check if component selection is correct for textures and
// samplers.
// TODO(Triang3l): Check if component selection is correct for samplers.
uint32_t token =
ENCODE_D3D10_SB_OPERAND_NUM_COMPONENTS(D3D10_SB_OPERAND_4_COMPONENT) |
ENCODE_D3D10_SB_OPERAND_4_COMPONENT_SELECTION_MODE(
@ -260,12 +259,15 @@ void DxbcShaderTranslator::WriteResourceDefinitions() {
uint32_t chunk_position_dwords = uint32_t(shader_object_.size());
uint32_t new_offset;
// TODO(Triang3l): Include shared memory, textures, samplers.
uint32_t binding_count = uint32_t(RdefConstantBufferIndex::kCount);
// + 1 for shared memory (vfetches can probably appear in pixel shaders too,
// they are handled safely there anyway).
// TODO(Triang3l): Textures, samplers.
uint32_t binding_count = uint32_t(RdefConstantBufferIndex::kCount) + 1;
// ***************************************************************************
// Header
// ***************************************************************************
// Constant buffer count.
shader_object_.push_back(uint32_t(RdefConstantBufferIndex::kCount));
// Constant buffer offset (set later).
@ -304,6 +306,7 @@ void DxbcShaderTranslator::WriteResourceDefinitions() {
// ***************************************************************************
// Constant types
// ***************************************************************************
// Type names.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
@ -371,6 +374,7 @@ void DxbcShaderTranslator::WriteResourceDefinitions() {
// ***************************************************************************
// Constants
// ***************************************************************************
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
uint32_t constant_name_offsets[size_t(RdefConstantIndex::kCount)];
@ -401,6 +405,7 @@ void DxbcShaderTranslator::WriteResourceDefinitions() {
// ***************************************************************************
// Constant buffers
// ***************************************************************************
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
uint32_t cbuffer_name_offsets[size_t(RdefConstantBufferIndex::kCount)];
@ -424,14 +429,43 @@ void DxbcShaderTranslator::WriteResourceDefinitions() {
}
// ***************************************************************************
// Bindings
// Bindings, in t#, cb# order
// ***************************************************************************
// TODO(Triang3l): Shared memory, textures, samplers.
// Write used resource names, except for constant buffers because we have
// their names already.
new_offset = (uint32_t(shader_object_.size()) - chunk_position_dwords) *
sizeof(uint32_t);
// TODO(Triang3l): t# and s# names.
uint32_t shared_memory_name_offset = new_offset;
new_offset += AppendString(shader_object_, "xe_shared_memory");
// TODO(Triang3l): Texture and sampler names.
// Write the offset to the header.
shader_object_[chunk_position_dwords + 3] = new_offset;
// Shared memory.
shader_object_.push_back(shared_memory_name_offset);
// D3D_SIT_BYTEADDRESS.
shader_object_.push_back(7);
// D3D_RETURN_TYPE_MIXED.
shader_object_.push_back(6);
// D3D_SRV_DIMENSION_UNKNOWN.
shader_object_.push_back(1);
// Not multisampled.
shader_object_.push_back(0);
// Register t0.
shader_object_.push_back(0);
// One binding.
shader_object_.push_back(1);
// No D3D_SHADER_INPUT_FLAGS.
shader_object_.push_back(0);
// Register space 0.
shader_object_.push_back(0);
// SRV ID T0.
shader_object_.push_back(0);
// TODO(Triang3l): Textures and samplers.
// Constant buffers.
for (uint32_t i = 0; i < uint32_t(RdefConstantBufferIndex::kCount); ++i) {
const RdefConstantBuffer& cbuffer = rdef_constant_buffers_[i];
@ -442,7 +476,6 @@ void DxbcShaderTranslator::WriteResourceDefinitions() {
shader_object_.push_back(0);
// D3D_SRV_DIMENSION_UNKNOWN (not an SRV).
shader_object_.push_back(0);
// Not multisampled.
shader_object_.push_back(0);
shader_object_.push_back(uint32_t(cbuffer.register_index));
shader_object_.push_back(cbuffer.binding_count);
@ -698,6 +731,14 @@ void DxbcShaderTranslator::WriteShaderCode() {
shader_object_.push_back(0);
}
// Shader resources.
// Shared memory ByteAddressBuffer.
token = ENCODE_D3D10_SB_OPCODE_TYPE(D3D11_SB_OPCODE_DCL_RESOURCE_RAW) |
ENCODE_D3D10_SB_TOKENIZED_INSTRUCTION_LENGTH(6);
shader_object_.push_back(token);
EmitDclResourceOperand(D3D10_SB_OPERAND_TYPE_RESOURCE, 0, 0, 0);
shader_object_.push_back(0);
// Write the translated shader code.
size_t code_size_dwords = shader_code_.size();
// So [] won't crash in case the size is zero somehow.