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wine
wine-winehq
Commits
9049104d
Commit
9049104d
authored
May 13, 2020
by
Henri Verbeet
Committed by
Alexandre Julliard
May 12, 2020
Browse files
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Plain Diff
wined3d: Implement adapter_vk_dispatch_compute().
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
c484ba1c
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Showing
5 changed files
with
675 additions
and
9 deletions
+675
-9
adapter_vk.c
dlls/wined3d/adapter_vk.c
+39
-1
context_vk.c
dlls/wined3d/context_vk.c
+232
-0
shader.c
dlls/wined3d/shader.c
+9
-0
shader_spirv.c
dlls/wined3d/shader_spirv.c
+329
-1
wined3d_private.h
dlls/wined3d/wined3d_private.h
+66
-7
No files found.
dlls/wined3d/adapter_vk.c
View file @
9049104d
...
...
@@ -1509,7 +1509,45 @@ static void adapter_vk_draw_primitive(struct wined3d_device *device,
static
void
adapter_vk_dispatch_compute
(
struct
wined3d_device
*
device
,
const
struct
wined3d_state
*
state
,
const
struct
wined3d_dispatch_parameters
*
parameters
)
{
FIXME
(
"device %p, state %p, parameters %p.
\n
"
,
device
,
state
,
parameters
);
struct
wined3d_buffer_vk
*
indirect_vk
=
NULL
;
const
struct
wined3d_vk_info
*
vk_info
;
struct
wined3d_context_vk
*
context_vk
;
VkCommandBuffer
vk_command_buffer
;
TRACE
(
"device %p, state %p, parameters %p.
\n
"
,
device
,
state
,
parameters
);
context_vk
=
wined3d_context_vk
(
context_acquire
(
device
,
NULL
,
0
));
vk_info
=
context_vk
->
vk_info
;
if
(
parameters
->
indirect
)
indirect_vk
=
wined3d_buffer_vk
(
parameters
->
u
.
indirect
.
buffer
);
if
(
!
(
vk_command_buffer
=
wined3d_context_vk_apply_compute_state
(
context_vk
,
state
,
indirect_vk
)))
{
ERR
(
"Failed to apply compute state.
\n
"
);
context_release
(
&
context_vk
->
c
);
return
;
}
if
(
parameters
->
indirect
)
{
struct
wined3d_bo_vk
*
bo
=
&
indirect_vk
->
bo
;
wined3d_context_vk_reference_bo
(
context_vk
,
bo
);
VK_CALL
(
vkCmdDispatchIndirect
(
vk_command_buffer
,
bo
->
vk_buffer
,
bo
->
buffer_offset
+
parameters
->
u
.
indirect
.
offset
));
}
else
{
const
struct
wined3d_direct_dispatch_parameters
*
direct
=
&
parameters
->
u
.
direct
;
VK_CALL
(
vkCmdDispatch
(
vk_command_buffer
,
direct
->
group_count_x
,
direct
->
group_count_y
,
direct
->
group_count_z
));
}
VK_CALL
(
vkCmdPipelineBarrier
(
vk_command_buffer
,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
,
VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT
,
0
,
0
,
NULL
,
0
,
NULL
,
0
,
NULL
));
context_release
(
&
context_vk
->
c
);
}
void
adapter_vk_clear_uav
(
struct
wined3d_context
*
context
,
...
...
dlls/wined3d/context_vk.c
View file @
9049104d
...
...
@@ -58,6 +58,28 @@ VkCompareOp vk_compare_op_from_wined3d(enum wined3d_cmp_func op)
}
}
VkShaderStageFlagBits
vk_shader_stage_from_wined3d
(
enum
wined3d_shader_type
shader_type
)
{
switch
(
shader_type
)
{
case
WINED3D_SHADER_TYPE_VERTEX
:
return
VK_SHADER_STAGE_VERTEX_BIT
;
case
WINED3D_SHADER_TYPE_HULL
:
return
VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT
;
case
WINED3D_SHADER_TYPE_DOMAIN
:
return
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT
;
case
WINED3D_SHADER_TYPE_GEOMETRY
:
return
VK_SHADER_STAGE_GEOMETRY_BIT
;
case
WINED3D_SHADER_TYPE_PIXEL
:
return
VK_SHADER_STAGE_FRAGMENT_BIT
;
case
WINED3D_SHADER_TYPE_COMPUTE
:
return
VK_SHADER_STAGE_COMPUTE_BIT
;
default:
ERR
(
"Unhandled shader type %s.
\n
"
,
debug_shader_type
(
shader_type
));
return
0
;
}
}
void
*
wined3d_allocator_chunk_vk_map
(
struct
wined3d_allocator_chunk_vk
*
chunk_vk
,
struct
wined3d_context_vk
*
context_vk
)
{
...
...
@@ -350,6 +372,31 @@ void wined3d_context_vk_destroy_framebuffer(struct wined3d_context_vk *context_v
o
->
command_buffer_id
=
command_buffer_id
;
}
static
void
wined3d_context_vk_destroy_descriptor_pool
(
struct
wined3d_context_vk
*
context_vk
,
VkDescriptorPool
vk_descriptor_pool
,
uint64_t
command_buffer_id
)
{
struct
wined3d_device_vk
*
device_vk
=
wined3d_device_vk
(
context_vk
->
c
.
device
);
const
struct
wined3d_vk_info
*
vk_info
=
context_vk
->
vk_info
;
struct
wined3d_retired_object_vk
*
o
;
if
(
context_vk
->
completed_command_buffer_id
>
command_buffer_id
)
{
VK_CALL
(
vkDestroyDescriptorPool
(
device_vk
->
vk_device
,
vk_descriptor_pool
,
NULL
));
TRACE
(
"Destroyed descriptor pool 0x%s.
\n
"
,
wine_dbgstr_longlong
(
vk_descriptor_pool
));
return
;
}
if
(
!
(
o
=
wined3d_context_vk_get_retired_object_vk
(
context_vk
)))
{
ERR
(
"Leaking descriptor pool 0x%s.
\n
"
,
wine_dbgstr_longlong
(
vk_descriptor_pool
));
return
;
}
o
->
type
=
WINED3D_RETIRED_DESCRIPTOR_POOL_VK
;
o
->
u
.
vk_descriptor_pool
=
vk_descriptor_pool
;
o
->
command_buffer_id
=
command_buffer_id
;
}
void
wined3d_context_vk_destroy_memory
(
struct
wined3d_context_vk
*
context_vk
,
VkDeviceMemory
vk_memory
,
uint64_t
command_buffer_id
)
{
...
...
@@ -647,6 +694,11 @@ static void wined3d_context_vk_cleanup_resources(struct wined3d_context_vk *cont
TRACE
(
"Destroyed framebuffer 0x%s.
\n
"
,
wine_dbgstr_longlong
(
o
->
u
.
vk_framebuffer
));
break
;
case
WINED3D_RETIRED_DESCRIPTOR_POOL_VK
:
VK_CALL
(
vkDestroyDescriptorPool
(
device_vk
->
vk_device
,
o
->
u
.
vk_descriptor_pool
,
NULL
));
TRACE
(
"Destroyed descriptor pool 0x%s.
\n
"
,
wine_dbgstr_longlong
(
o
->
u
.
vk_descriptor_pool
));
break
;
case
WINED3D_RETIRED_MEMORY_VK
:
VK_CALL
(
vkFreeMemory
(
device_vk
->
vk_device
,
o
->
u
.
vk_memory
,
NULL
));
TRACE
(
"Freed memory 0x%s.
\n
"
,
wine_dbgstr_longlong
(
o
->
u
.
vk_memory
));
...
...
@@ -930,6 +982,15 @@ void wined3d_context_vk_cleanup(struct wined3d_context_vk *context_vk)
wined3d_context_vk_wait_command_buffer
(
context_vk
,
buffer
->
id
-
1
);
context_vk
->
completed_command_buffer_id
=
buffer
->
id
;
if
(
context_vk
->
vk_pipeline_layout
)
{
VK_CALL
(
vkDestroyPipelineLayout
(
device_vk
->
vk_device
,
context_vk
->
vk_pipeline_layout
,
NULL
));
VK_CALL
(
vkDestroyDescriptorSetLayout
(
device_vk
->
vk_device
,
context_vk
->
vk_set_layout
,
NULL
));
}
heap_free
(
context_vk
->
compute
.
bindings
.
bindings
);
if
(
context_vk
->
vk_descriptor_pool
)
VK_CALL
(
vkDestroyDescriptorPool
(
device_vk
->
vk_device
,
context_vk
->
vk_descriptor_pool
,
NULL
));
wined3d_context_vk_cleanup_resources
(
context_vk
);
wine_rb_destroy
(
&
context_vk
->
bo_slab_available
,
wined3d_context_vk_destroy_bo_slab
,
context_vk
);
heap_free
(
context_vk
->
submitted
.
buffers
);
...
...
@@ -1012,6 +1073,10 @@ void wined3d_context_vk_submit_command_buffer(struct wined3d_context_vk *context
TRACE
(
"Submitting command buffer %p with id 0x%s.
\n
"
,
buffer
->
vk_command_buffer
,
wine_dbgstr_longlong
(
buffer
->
id
));
context_vk
->
update_compute_pipeline
=
1
;
context_vk
->
c
.
update_compute_shader_resource_bindings
=
1
;
context_vk
->
c
.
update_compute_unordered_access_view_bindings
=
1
;
VK_CALL
(
vkEndCommandBuffer
(
buffer
->
vk_command_buffer
));
fence_desc
.
sType
=
VK_STRUCTURE_TYPE_FENCE_CREATE_INFO
;
...
...
@@ -1122,6 +1187,173 @@ static int wined3d_bo_slab_vk_compare(const void *key, const struct wine_rb_entr
return
k
->
size
-
slab
->
bo
.
size
;
}
static
VkResult
wined3d_context_vk_create_descriptor_pool
(
struct
wined3d_device_vk
*
device_vk
,
const
struct
wined3d_vk_info
*
vk_info
,
VkDescriptorPool
*
vk_pool
)
{
struct
VkDescriptorPoolCreateInfo
pool_desc
;
VkResult
vr
;
static
const
VkDescriptorPoolSize
pool_sizes
[]
=
{
{
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
,
1024
},
{
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
,
1024
},
{
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
,
1024
},
{
VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
,
1024
},
{
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE
,
1024
},
{
VK_DESCRIPTOR_TYPE_SAMPLER
,
1024
},
};
pool_desc
.
sType
=
VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO
;
pool_desc
.
pNext
=
NULL
;
pool_desc
.
flags
=
0
;
pool_desc
.
maxSets
=
512
;
pool_desc
.
poolSizeCount
=
ARRAY_SIZE
(
pool_sizes
);
pool_desc
.
pPoolSizes
=
pool_sizes
;
if
((
vr
=
VK_CALL
(
vkCreateDescriptorPool
(
device_vk
->
vk_device
,
&
pool_desc
,
NULL
,
vk_pool
)))
<
0
)
ERR
(
"Failed to create descriptor pool, vr %s.
\n
"
,
wined3d_debug_vkresult
(
vr
));
return
vr
;
}
static
VkResult
wined3d_context_vk_create_descriptor_set
(
struct
wined3d_context_vk
*
context_vk
,
VkDescriptorSetLayout
vk_set_layout
,
VkDescriptorSet
*
vk_descriptor_set
)
{
struct
wined3d_device_vk
*
device_vk
=
wined3d_device_vk
(
context_vk
->
c
.
device
);
const
struct
wined3d_vk_info
*
vk_info
=
context_vk
->
vk_info
;
struct
VkDescriptorSetAllocateInfo
set_desc
;
VkResult
vr
;
if
(
!
context_vk
->
vk_descriptor_pool
&&
(
vr
=
wined3d_context_vk_create_descriptor_pool
(
device_vk
,
vk_info
,
&
context_vk
->
vk_descriptor_pool
)))
{
WARN
(
"Failed to create descriptor pool, vr %s.
\n
"
,
wined3d_debug_vkresult
(
vr
));
return
vr
;
}
set_desc
.
sType
=
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO
;
set_desc
.
pNext
=
NULL
;
set_desc
.
descriptorPool
=
context_vk
->
vk_descriptor_pool
;
set_desc
.
descriptorSetCount
=
1
;
set_desc
.
pSetLayouts
=
&
vk_set_layout
;
if
((
vr
=
VK_CALL
(
vkAllocateDescriptorSets
(
device_vk
->
vk_device
,
&
set_desc
,
vk_descriptor_set
)))
>=
0
)
return
vr
;
if
(
vr
==
VK_ERROR_FRAGMENTED_POOL
||
vr
==
VK_ERROR_OUT_OF_POOL_MEMORY
)
{
wined3d_context_vk_destroy_descriptor_pool
(
context_vk
,
context_vk
->
vk_descriptor_pool
,
context_vk
->
current_command_buffer
.
id
);
context_vk
->
vk_descriptor_pool
=
VK_NULL_HANDLE
;
if
((
vr
=
wined3d_context_vk_create_descriptor_pool
(
device_vk
,
vk_info
,
&
context_vk
->
vk_descriptor_pool
)))
{
WARN
(
"Failed to create descriptor pool, vr %s.
\n
"
,
wined3d_debug_vkresult
(
vr
));
return
vr
;
}
set_desc
.
descriptorPool
=
context_vk
->
vk_descriptor_pool
;
if
((
vr
=
VK_CALL
(
vkAllocateDescriptorSets
(
device_vk
->
vk_device
,
&
set_desc
,
vk_descriptor_set
)))
>=
0
)
return
vr
;
}
WARN
(
"Failed to allocate descriptor set, vr %s.
\n
"
,
wined3d_debug_vkresult
(
vr
));
return
vr
;
}
static
bool
wined3d_context_vk_update_descriptors
(
struct
wined3d_context_vk
*
context_vk
,
VkCommandBuffer
vk_command_buffer
)
{
const
struct
wined3d_vk_info
*
vk_info
=
context_vk
->
vk_info
;
const
struct
wined3d_shader_resource_binding
*
binding
;
struct
wined3d_shader_resource_bindings
*
bindings
;
VkDescriptorSet
vk_descriptor_set
;
VkResult
vr
;
bindings
=
&
context_vk
->
compute
.
bindings
;
if
((
vr
=
wined3d_context_vk_create_descriptor_set
(
context_vk
,
context_vk
->
vk_set_layout
,
&
vk_descriptor_set
)))
{
WARN
(
"Failed to create descriptor set, vr %s.
\n
"
,
wined3d_debug_vkresult
(
vr
));
return
false
;
}
if
(
bindings
->
count
)
{
binding
=
bindings
->
bindings
;
FIXME
(
"Unhandled descriptor type %#x.
\n
"
,
binding
->
shader_descriptor_type
);
return
false
;
}
VK_CALL
(
vkCmdBindDescriptorSets
(
vk_command_buffer
,
VK_PIPELINE_BIND_POINT_COMPUTE
,
context_vk
->
vk_pipeline_layout
,
0
,
1
,
&
vk_descriptor_set
,
0
,
NULL
));
return
true
;
}
VkCommandBuffer
wined3d_context_vk_apply_compute_state
(
struct
wined3d_context_vk
*
context_vk
,
const
struct
wined3d_state
*
state
,
struct
wined3d_buffer_vk
*
indirect_vk
)
{
struct
wined3d_device_vk
*
device_vk
=
wined3d_device_vk
(
context_vk
->
c
.
device
);
const
struct
wined3d_vk_info
*
vk_info
=
context_vk
->
vk_info
;
VkCommandBuffer
vk_command_buffer
;
if
(
wined3d_context_is_compute_state_dirty
(
&
context_vk
->
c
,
STATE_COMPUTE_SHADER
))
context_vk
->
c
.
shader_update_mask
|=
1u
<<
WINED3D_SHADER_TYPE_COMPUTE
;
if
(
context_vk
->
c
.
shader_update_mask
&
(
1u
<<
WINED3D_SHADER_TYPE_COMPUTE
))
{
device_vk
->
d
.
shader_backend
->
shader_select_compute
(
device_vk
->
d
.
shader_priv
,
&
context_vk
->
c
,
state
);
if
(
!
context_vk
->
compute
.
vk_pipeline
)
{
ERR
(
"No compute pipeline set.
\n
"
);
return
VK_NULL_HANDLE
;
}
context_vk
->
c
.
shader_update_mask
&=
~
(
1u
<<
WINED3D_SHADER_TYPE_COMPUTE
);
context_vk
->
c
.
update_compute_shader_resource_bindings
=
1
;
context_vk
->
c
.
update_compute_unordered_access_view_bindings
=
1
;
context_vk
->
update_compute_pipeline
=
1
;
}
if
(
indirect_vk
)
wined3d_buffer_load_location
(
&
indirect_vk
->
b
,
&
context_vk
->
c
,
WINED3D_LOCATION_BUFFER
);
if
(
!
(
vk_command_buffer
=
wined3d_context_vk_get_command_buffer
(
context_vk
)))
{
ERR
(
"Failed to get command buffer.
\n
"
);
return
VK_NULL_HANDLE
;
}
if
(
context_vk
->
update_compute_pipeline
)
{
VK_CALL
(
vkCmdBindPipeline
(
vk_command_buffer
,
VK_PIPELINE_BIND_POINT_COMPUTE
,
context_vk
->
compute
.
vk_pipeline
));
context_vk
->
update_compute_pipeline
=
0
;
}
if
(
wined3d_context_is_compute_state_dirty
(
&
context_vk
->
c
,
STATE_COMPUTE_CONSTANT_BUFFER
)
||
wined3d_context_is_compute_state_dirty
(
&
context_vk
->
c
,
STATE_COMPUTE_SHADER_RESOURCE_BINDING
))
context_vk
->
c
.
update_compute_shader_resource_bindings
=
1
;
if
(
wined3d_context_is_compute_state_dirty
(
&
context_vk
->
c
,
STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
))
context_vk
->
c
.
update_compute_unordered_access_view_bindings
=
1
;
if
(
context_vk
->
c
.
update_compute_shader_resource_bindings
||
context_vk
->
c
.
update_compute_unordered_access_view_bindings
)
{
if
(
!
wined3d_context_vk_update_descriptors
(
context_vk
,
vk_command_buffer
))
{
ERR
(
"Failed to update shader descriptors.
\n
"
);
return
VK_NULL_HANDLE
;
}
context_vk
->
c
.
update_compute_shader_resource_bindings
=
0
;
context_vk
->
c
.
update_compute_unordered_access_view_bindings
=
0
;
}
memset
(
context_vk
->
c
.
dirty_compute_states
,
0
,
sizeof
(
context_vk
->
c
.
dirty_compute_states
));
return
vk_command_buffer
;
}
HRESULT
wined3d_context_vk_init
(
struct
wined3d_context_vk
*
context_vk
,
struct
wined3d_swapchain
*
swapchain
)
{
VkCommandPoolCreateInfo
command_pool_info
;
...
...
dlls/wined3d/shader.c
View file @
9049104d
...
...
@@ -1123,6 +1123,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, DWORD co
}
reg_maps
->
resource_info
[
reg_idx
].
type
=
semantic
->
resource_type
;
reg_maps
->
resource_info
[
reg_idx
].
data_type
=
semantic
->
resource_data_type
;
wined3d_bitmap_set
(
reg_maps
->
resource_map
,
reg_idx
);
break
;
case
WINED3DSPR_UAV
:
...
...
@@ -1146,9 +1147,14 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, DWORD co
{
struct
wined3d_shader_register
*
reg
=
&
ins
.
declaration
.
src
.
reg
;
if
(
reg
->
idx
[
0
].
offset
>=
WINED3D_MAX_CBS
)
{
ERR
(
"Invalid CB index %u.
\n
"
,
reg
->
idx
[
0
].
offset
);
}
else
{
reg_maps
->
cb_sizes
[
reg
->
idx
[
0
].
offset
]
=
reg
->
idx
[
1
].
offset
;
wined3d_bitmap_set
(
&
reg_maps
->
cb_map
,
reg
->
idx
[
0
].
offset
);
}
}
else
if
(
ins
.
handler_idx
==
WINED3DSIH_DCL_GLOBAL_FLAGS
)
{
...
...
@@ -1266,6 +1272,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, DWORD co
reg_maps
->
resource_info
[
reg_idx
].
type
=
WINED3D_SHADER_RESOURCE_BUFFER
;
reg_maps
->
resource_info
[
reg_idx
].
data_type
=
WINED3D_DATA_UINT
;
reg_maps
->
resource_info
[
reg_idx
].
flags
=
WINED3D_VIEW_BUFFER_RAW
;
wined3d_bitmap_set
(
reg_maps
->
resource_map
,
reg_idx
);
}
else
if
(
ins
.
handler_idx
==
WINED3DSIH_DCL_RESOURCE_STRUCTURED
)
{
...
...
@@ -1279,6 +1286,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, DWORD co
reg_maps
->
resource_info
[
reg_idx
].
data_type
=
WINED3D_DATA_UINT
;
reg_maps
->
resource_info
[
reg_idx
].
flags
=
0
;
reg_maps
->
resource_info
[
reg_idx
].
stride
=
ins
.
declaration
.
structured_resource
.
byte_stride
/
4
;
wined3d_bitmap_set
(
reg_maps
->
resource_map
,
reg_idx
);
}
else
if
(
ins
.
handler_idx
==
WINED3DSIH_DCL_SAMPLER
)
{
...
...
@@ -1605,6 +1613,7 @@ static HRESULT shader_get_registers_used(struct wined3d_shader *shader, DWORD co
reg_maps
->
resource_info
[
reg_idx
].
type
=
WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
reg_maps
->
resource_info
[
reg_idx
].
data_type
=
WINED3D_DATA_FLOAT
;
shader_record_sample
(
reg_maps
,
reg_idx
,
reg_idx
,
reg_idx
);
wined3d_bitmap_set
(
reg_maps
->
resource_map
,
reg_idx
);
/* texbem is only valid with < 1.4 pixel shaders */
if
(
ins
.
handler_idx
==
WINED3DSIH_TEXBEM
...
...
dlls/wined3d/shader_spirv.c
View file @
9049104d
...
...
@@ -25,17 +25,291 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
static
const
struct
wined3d_shader_backend_ops
spirv_shader_backend_vk
;
struct
shader_spirv_resource_bindings
{
VkDescriptorSetLayoutBinding
*
vk_bindings
;
SIZE_T
vk_bindings_size
,
vk_binding_count
;
};
struct
shader_spirv_priv
{
const
struct
wined3d_vertex_pipe_ops
*
vertex_pipe
;
const
struct
wined3d_fragment_pipe_ops
*
fragment_pipe
;
bool
ffp_proj_control
;
struct
shader_spirv_resource_bindings
bindings
;
};
struct
shader_spirv_compute_program_vk
{
VkShaderModule
vk_module
;
VkPipeline
vk_pipeline
;
};
static
void
shader_spirv_handle_instruction
(
const
struct
wined3d_shader_instruction
*
ins
)
{
}
static
VkShaderModule
shader_spirv_compile
(
struct
wined3d_context_vk
*
context_vk
,
struct
wined3d_shader
*
shader
,
const
struct
shader_spirv_resource_bindings
*
bindings
)
{
FIXME
(
"Not implemented.
\n
"
);
return
VK_NULL_HANDLE
;
}
static
struct
shader_spirv_compute_program_vk
*
shader_spirv_find_compute_program_vk
(
struct
shader_spirv_priv
*
priv
,
struct
wined3d_context_vk
*
context_vk
,
struct
wined3d_shader
*
shader
,
const
struct
shader_spirv_resource_bindings
*
bindings
)
{
struct
wined3d_device_vk
*
device_vk
=
wined3d_device_vk
(
context_vk
->
c
.
device
);
const
struct
wined3d_vk_info
*
vk_info
=
context_vk
->
vk_info
;
struct
shader_spirv_compute_program_vk
*
program
;
VkDescriptorSetLayoutCreateInfo
set_layout_desc
;
VkPipelineLayoutCreateInfo
pipeline_layout_desc
;
VkComputePipelineCreateInfo
pipeline_info
;
VkResult
vr
;
if
((
program
=
shader
->
backend_data
))
return
program
;
if
(
!
(
program
=
heap_alloc
(
sizeof
(
*
program
))))
return
NULL
;
if
(
!
(
program
->
vk_module
=
shader_spirv_compile
(
context_vk
,
shader
,
bindings
)))
{
heap_free
(
program
);
return
NULL
;
}
if
(
!
context_vk
->
vk_pipeline_layout
)
{
set_layout_desc
.
sType
=
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO
;
set_layout_desc
.
pNext
=
NULL
;
set_layout_desc
.
flags
=
0
;
set_layout_desc
.
bindingCount
=
0
;
set_layout_desc
.
pBindings
=
NULL
;
if
((
vr
=
VK_CALL
(
vkCreateDescriptorSetLayout
(
device_vk
->
vk_device
,
&
set_layout_desc
,
NULL
,
&
context_vk
->
vk_set_layout
)))
<
0
)
{
WARN
(
"Failed to create Vulkan descriptor set layout, vr %s.
\n
"
,
wined3d_debug_vkresult
(
vr
));
VK_CALL
(
vkDestroyShaderModule
(
device_vk
->
vk_device
,
program
->
vk_module
,
NULL
));
heap_free
(
program
);
return
NULL
;
}
pipeline_layout_desc
.
sType
=
VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO
;
pipeline_layout_desc
.
pNext
=
NULL
;
pipeline_layout_desc
.
flags
=
0
;
pipeline_layout_desc
.
setLayoutCount
=
1
;
pipeline_layout_desc
.
pSetLayouts
=
&
context_vk
->
vk_set_layout
;
pipeline_layout_desc
.
pushConstantRangeCount
=
0
;
pipeline_layout_desc
.
pPushConstantRanges
=
NULL
;
if
((
vr
=
VK_CALL
(
vkCreatePipelineLayout
(
device_vk
->
vk_device
,
&
pipeline_layout_desc
,
NULL
,
&
context_vk
->
vk_pipeline_layout
)))
<
0
)
{
WARN
(
"Failed to create Vulkan pipeline layout, vr %s.
\n
"
,
wined3d_debug_vkresult
(
vr
));
VK_CALL
(
vkDestroyDescriptorSetLayout
(
device_vk
->
vk_device
,
context_vk
->
vk_set_layout
,
NULL
));
VK_CALL
(
vkDestroyShaderModule
(
device_vk
->
vk_device
,
program
->
vk_module
,
NULL
));
heap_free
(
program
);
return
NULL
;
}
}
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
=
context_vk
->
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
));
heap_free
(
program
);
return
NULL
;
}
shader
->
backend_data
=
program
;
return
program
;
}
static
void
shader_spirv_resource_bindings_cleanup
(
struct
shader_spirv_resource_bindings
*
bindings
)
{
heap_free
(
bindings
->
vk_bindings
);
}
static
bool
shader_spirv_resource_bindings_add_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
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
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
)
{
const
struct
wined3d_shader_resource_info
*
resource_info
;
const
struct
wined3d_shader_reg_maps
*
reg_maps
;
enum
wined3d_shader_type
shader_type
;
VkDescriptorType
vk_descriptor_type
;
size_t
binding_idx
,
register_idx
;
VkShaderStageFlagBits
vk_stage
;
struct
wined3d_shader
*
shader
;
unsigned
int
i
;
uint32_t
map
;
bindings
->
vk_binding_count
=
0
;
wined3d_bindings
->
count
=
0
;
for
(
shader_type
=
0
;
shader_type
<
WINED3D_SHADER_TYPE_COUNT
;
++
shader_type
)
{
if
(
!
(
shader_mask
&
(
1u
<<
shader_type
))
||
!
(
shader
=
state
->
shader
[
shader_type
]))
continue
;
reg_maps
=
&
shader
->
reg_maps
;
vk_stage
=
vk_shader_stage_from_wined3d
(
shader_type
);
map
=
reg_maps
->
cb_map
;
while
(
map
)
{
register_idx
=
wined3d_bit_scan
(
&
map
);
if
(
!
shader_spirv_resource_bindings_add_binding
(
bindings
,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER
,
vk_stage
,
&
binding_idx
))
return
false
;
if
(
!
wined3d_shader_resource_bindings_add_binding
(
wined3d_bindings
,
shader_type
,
WINED3D_SHADER_DESCRIPTOR_TYPE_CBV
,
register_idx
,
WINED3D_SHADER_RESOURCE_BUFFER
,
WINED3D_DATA_UINT
,
binding_idx
))
return
false
;
}
for
(
i
=
0
;
i
<
ARRAY_SIZE
(
reg_maps
->
resource_map
);
++
i
)
{
map
=
reg_maps
->
resource_map
[
i
];
while
(
map
)
{
register_idx
=
(
i
<<
5
)
+
wined3d_bit_scan
(
&
map
);
resource_info
=
&
reg_maps
->
resource_info
[
register_idx
];
if
(
resource_info
->
type
==
WINED3D_SHADER_RESOURCE_BUFFER
)
vk_descriptor_type
=
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER
;
else
vk_descriptor_type
=
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE
;
if
(
!
shader_spirv_resource_bindings_add_binding
(
bindings
,
vk_descriptor_type
,
vk_stage
,
&
binding_idx
))
return
false
;
if
(
!
wined3d_shader_resource_bindings_add_binding
(
wined3d_bindings
,
shader_type
,
WINED3D_SHADER_DESCRIPTOR_TYPE_SRV
,
register_idx
,
resource_info
->
type
,
resource_info
->
data_type
,
binding_idx
))
return
false
;
}
}
for
(
register_idx
=
0
;
register_idx
<
ARRAY_SIZE
(
reg_maps
->
uav_resource_info
);
++
register_idx
)
{
resource_info
=
&
reg_maps
->
uav_resource_info
[
register_idx
];
if
(
resource_info
->
type
==
WINED3D_SHADER_RESOURCE_NONE
)
continue
;
if
(
resource_info
->
type
==
WINED3D_SHADER_RESOURCE_BUFFER
)
vk_descriptor_type
=
VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
;
else
vk_descriptor_type
=
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE
;
if
(
!
shader_spirv_resource_bindings_add_binding
(
bindings
,
vk_descriptor_type
,
vk_stage
,
&
binding_idx
))
return
false
;
if
(
!
wined3d_shader_resource_bindings_add_binding
(
wined3d_bindings
,
shader_type
,
WINED3D_SHADER_DESCRIPTOR_TYPE_UAV
,
register_idx
,
resource_info
->
type
,
resource_info
->
data_type
,
binding_idx
))
return
false
;
if
(
reg_maps
->
uav_counter_mask
&
(
1u
<<
register_idx
))
{
if
(
!
shader_spirv_resource_bindings_add_binding
(
bindings
,
VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
,
vk_stage
,
&
binding_idx
))
return
false
;
if
(
!
wined3d_shader_resource_bindings_add_binding
(
wined3d_bindings
,
shader_type
,
WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER
,
register_idx
,
WINED3D_SHADER_RESOURCE_BUFFER
,
WINED3D_DATA_UINT
,
binding_idx
))
return
false
;
}
}
map
=
0
;
for
(
i
=
0
;
i
<
reg_maps
->
sampler_map
.
count
;
++
i
)
{
if
(
reg_maps
->
sampler_map
.
entries
[
i
].
sampler_idx
!=
WINED3D_SAMPLER_DEFAULT
)
map
|=
1u
<<
reg_maps
->
sampler_map
.
entries
[
i
].
sampler_idx
;
}
while
(
map
)
{
register_idx
=
wined3d_bit_scan
(
&
map
);
if
(
!
shader_spirv_resource_bindings_add_binding
(
bindings
,
VK_DESCRIPTOR_TYPE_SAMPLER
,
vk_stage
,
&
binding_idx
))
return
false
;
if
(
!
wined3d_shader_resource_bindings_add_binding
(
wined3d_bindings
,
shader_type
,
WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER
,
register_idx
,
WINED3D_SHADER_RESOURCE_NONE
,
WINED3D_DATA_SAMPLER
,
binding_idx
))
return
false
;
}
}
return
true
;
}
static
void
shader_spirv_precompile
(
void
*
shader_priv
,
struct
wined3d_shader
*
shader
)
{
WARN
(
"Not implemented.
\n
"
);
...
...
@@ -53,16 +327,35 @@ static void shader_spirv_select(void *shader_priv, struct wined3d_context *conte
static
void
shader_spirv_select_compute
(
void
*
shader_priv
,
struct
wined3d_context
*
context
,
const
struct
wined3d_state
*
state
)
{
FIXME
(
"Not implemented.
\n
"
);
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
;
else
context_vk
->
compute
.
vk_pipeline
=
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
)
...
...
@@ -87,8 +380,41 @@ static void shader_spirv_load_constants(void *shader_priv, struct wined3d_contex
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_destroy
(
struct
wined3d_shader
*
shader
)
{
struct
wined3d_device_vk
*
device_vk
=
wined3d_device_vk
(
shader
->
device
);
struct
wined3d_vk_info
*
vk_info
=
&
device_vk
->
vk_info
;
struct
shader_spirv_compute_program_vk
*
program
;
if
(
!
(
program
=
shader
->
backend_data
))
return
;
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
));
shader
->
backend_data
=
NULL
;
heap_free
(
program
);
}
static
HRESULT
shader_spirv_alloc
(
struct
wined3d_device
*
device
,
...
...
@@ -120,6 +446,7 @@ static HRESULT shader_spirv_alloc(struct wined3d_device *device,
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
;
...
...
@@ -132,6 +459,7 @@ static void shader_spirv_free(struct wined3d_device *device, struct wined3d_cont
{
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
);
...
...
dlls/wined3d/wined3d_private.h
View file @
9049104d
...
...
@@ -84,6 +84,7 @@
struct
wined3d_fragment_pipe_ops
;
struct
wined3d_adapter
;
struct
wined3d_buffer_vk
;
struct
wined3d_context
;
struct
wined3d_gl_info
;
struct
wined3d_state
;
...
...
@@ -304,6 +305,7 @@ GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f) DECLSPEC_HIDDEN;
VkAccessFlags
vk_access_mask_from_bind_flags
(
uint32_t
bind_flags
)
DECLSPEC_HIDDEN
;
VkCompareOp
vk_compare_op_from_wined3d
(
enum
wined3d_cmp_func
op
)
DECLSPEC_HIDDEN
;
VkImageViewType
vk_image_view_type_from_wined3d
(
enum
wined3d_resource_type
type
,
uint32_t
flags
)
DECLSPEC_HIDDEN
;
VkShaderStageFlagBits
vk_shader_stage_from_wined3d
(
enum
wined3d_shader_type
shader_type
)
DECLSPEC_HIDDEN
;
static
inline
enum
wined3d_cmp_func
wined3d_sanitize_cmp_func
(
enum
wined3d_cmp_func
func
)
{
...
...
@@ -1034,8 +1036,10 @@ struct wined3d_shader_reg_maps
WORD
local_int_consts
;
/* WINED3D_MAX_CONSTS_I, 16 */
WORD
local_bool_consts
;
/* WINED3D_MAX_CONSTS_B, 16 */
UINT
cb_sizes
[
WINED3D_MAX_CBS
];
uint32_t
cb_map
;
/* WINED3D_MAX_CBS, 15 */
struct
wined3d_shader_resource_info
resource_info
[
MAX_SHADER_RESOURCE_VIEWS
];
uint32_t
resource_map
[
WINED3D_BITMAP_SIZE
(
MAX_SHADER_RESOURCE_VIEWS
)];
struct
wined3d_shader_sampler_map
sampler_map
;
DWORD
sampler_comparison_mode
;
BYTE
bumpmat
;
/* WINED3D_MAX_TEXTURES, 8 */
...
...
@@ -2230,6 +2234,7 @@ enum wined3d_retired_object_type_vk
{
WINED3D_RETIRED_FREE_VK
,
WINED3D_RETIRED_FRAMEBUFFER_VK
,
WINED3D_RETIRED_DESCRIPTOR_POOL_VK
,
WINED3D_RETIRED_MEMORY_VK
,
WINED3D_RETIRED_ALLOCATOR_BLOCK_VK
,
WINED3D_RETIRED_BO_SLAB_SLICE_VK
,
...
...
@@ -2247,6 +2252,7 @@ struct wined3d_retired_object_vk
{
struct
wined3d_retired_object_vk
*
next
;
VkFramebuffer
vk_framebuffer
;
VkDescriptorPool
vk_descriptor_pool
;
VkDeviceMemory
vk_memory
;
struct
wined3d_allocator_block
*
block
;
struct
...
...
@@ -2293,12 +2299,46 @@ struct wined3d_render_pass_vk
VkRenderPass
vk_render_pass
;
};
enum
wined3d_shader_descriptor_type
{
WINED3D_SHADER_DESCRIPTOR_TYPE_CBV
,
WINED3D_SHADER_DESCRIPTOR_TYPE_SRV
,
WINED3D_SHADER_DESCRIPTOR_TYPE_UAV
,
WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER
,
WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER
,
};
struct
wined3d_shader_resource_binding
{
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_bindings
{
struct
wined3d_shader_resource_binding
*
bindings
;
SIZE_T
size
,
count
;
};
struct
wined3d_context_vk
{
struct
wined3d_context
c
;
const
struct
wined3d_vk_info
*
vk_info
;
uint32_t
update_compute_pipeline
:
1
;
uint32_t
padding
:
31
;
struct
{
VkPipeline
vk_pipeline
;
struct
wined3d_shader_resource_bindings
bindings
;
}
compute
;
VkCommandPool
vk_command_pool
;
struct
wined3d_command_buffer_vk
current_command_buffer
;
uint64_t
completed_command_buffer_id
;
...
...
@@ -2310,6 +2350,10 @@ struct wined3d_context_vk
SIZE_T
buffer_count
;
}
submitted
;
VkDescriptorPool
vk_descriptor_pool
;
VkPipelineLayout
vk_pipeline_layout
;
VkDescriptorSetLayout
vk_set_layout
;
struct
wined3d_retired_objects_vk
retired
;
struct
wine_rb_tree
render_passes
;
struct
wine_rb_tree
bo_slab_available
;
...
...
@@ -2324,6 +2368,8 @@ struct wined3d_allocator_block *wined3d_context_vk_allocate_memory(struct wined3
unsigned
int
memory_type
,
VkDeviceSize
size
,
VkDeviceMemory
*
vk_memory
)
DECLSPEC_HIDDEN
;
VkDeviceMemory
wined3d_context_vk_allocate_vram_chunk_memory
(
struct
wined3d_context_vk
*
context_vk
,
unsigned
int
pool
,
size_t
size
)
DECLSPEC_HIDDEN
;
VkCommandBuffer
wined3d_context_vk_apply_compute_state
(
struct
wined3d_context_vk
*
context_vk
,
const
struct
wined3d_state
*
state
,
struct
wined3d_buffer_vk
*
indirect_vk
)
DECLSPEC_HIDDEN
;
void
wined3d_context_vk_cleanup
(
struct
wined3d_context_vk
*
context_vk
)
DECLSPEC_HIDDEN
;
BOOL
wined3d_context_vk_create_bo
(
struct
wined3d_context_vk
*
context_vk
,
VkDeviceSize
size
,
VkBufferUsageFlags
usage
,
VkMemoryPropertyFlags
memory_type
,
struct
wined3d_bo_vk
*
bo
)
DECLSPEC_HIDDEN
;
...
...
@@ -3621,13 +3667,6 @@ static inline struct wined3d_device_vk *wined3d_device_vk(struct wined3d_device
return
CONTAINING_RECORD
(
device
,
struct
wined3d_device_vk
,
d
);
}
static
inline
BOOL
isStateDirty
(
const
struct
wined3d_context
*
context
,
unsigned
int
state_id
)
{
unsigned
int
idx
=
state_id
/
(
sizeof
(
*
context
->
dirty_graphics_states
)
*
CHAR_BIT
);
unsigned
int
shift
=
state_id
&
((
sizeof
(
*
context
->
dirty_graphics_states
)
*
CHAR_BIT
)
-
1
);
return
context
->
dirty_graphics_states
[
idx
]
&
(
1u
<<
shift
);
}
static
inline
float
wined3d_alpha_ref
(
const
struct
wined3d_state
*
state
)
{
return
(
state
->
render_states
[
WINED3D_RS_ALPHAREF
]
&
0xff
)
/
255
.
0
f
;
...
...
@@ -5634,6 +5673,11 @@ static inline void wined3d_viewport_get_z_range(const struct wined3d_viewport *v
*
max_z
=
max
(
vp
->
max_z
,
vp
->
min_z
+
0
.
001
f
);
}
static
inline
BOOL
wined3d_bitmap_set
(
uint32_t
*
map
,
unsigned
int
idx
)
{
return
map
[
idx
>>
5
]
|=
(
1u
<<
(
idx
&
0x1f
));
}
static
inline
BOOL
wined3d_bitmap_is_set
(
const
uint32_t
*
map
,
unsigned
int
idx
)
{
return
map
[
idx
>>
5
]
&
(
1u
<<
(
idx
&
0x1f
));
...
...
@@ -5693,6 +5737,21 @@ static inline BOOL wined3d_bitmap_get_range(const DWORD *bitmap, unsigned int bi
return
TRUE
;
}
static
inline
bool
wined3d_context_is_graphics_state_dirty
(
const
struct
wined3d_context
*
context
,
unsigned
int
state_id
)
{
return
wined3d_bitmap_is_set
(
context
->
dirty_graphics_states
,
state_id
);
}
static
inline
bool
wined3d_context_is_compute_state_dirty
(
const
struct
wined3d_context
*
context
,
unsigned
int
state_id
)
{
return
wined3d_bitmap_is_set
(
context
->
dirty_compute_states
,
state_id
-
STATE_COMPUTE_OFFSET
);
}
static
inline
bool
isStateDirty
(
const
struct
wined3d_context
*
context
,
unsigned
int
state_id
)
{
return
wined3d_context_is_graphics_state_dirty
(
context
,
state_id
);
}
static
inline
VkImageAspectFlags
vk_aspect_mask_from_format
(
const
struct
wined3d_format
*
format
)
{
VkImageAspectFlags
mask
=
0
;
...
...
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