wined3d: Use wined3d_mask_from_size() in shader_glsl_gather4().
[wine.git] / dlls / wined3d / shader_spirv.c
blob1e6a03040b986e0944520519f9ec20d12ce03693
1 /*
2 * Copyright 2018 Henri Verbeet for CodeWeavers
3 * Copyright 2019 Józef Kucia for CodeWeavers
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "config.h"
22 #include "wined3d_private.h"
24 WINE_DECLARE_DEBUG_CHANNEL(winediag);
26 #ifdef SONAME_LIBVKD3D_SHADER
28 #include <dlfcn.h>
29 #define VKD3D_SHADER_NO_PROTOTYPES
30 #include <vkd3d_shader.h>
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
34 static PFN_vkd3d_shader_compile vkd3d_shader_compile;
35 static PFN_vkd3d_shader_free_messages vkd3d_shader_free_messages;
36 static PFN_vkd3d_shader_free_scan_descriptor_info vkd3d_shader_free_scan_descriptor_info;
37 static PFN_vkd3d_shader_free_shader_code vkd3d_shader_free_shader_code;
38 static PFN_vkd3d_shader_get_version vkd3d_shader_get_version;
39 static PFN_vkd3d_shader_scan vkd3d_shader_scan;
41 static const struct wined3d_shader_backend_ops spirv_shader_backend_vk;
43 static void *vkd3d_shader_handle;
45 struct shader_spirv_resource_bindings
47 struct vkd3d_shader_resource_binding *bindings;
48 SIZE_T bindings_size, binding_count;
50 struct vkd3d_shader_uav_counter_binding uav_counters[MAX_UNORDERED_ACCESS_VIEWS];
51 SIZE_T uav_counter_count;
53 VkDescriptorSetLayoutBinding *vk_bindings;
54 SIZE_T vk_bindings_size, vk_binding_count;
56 size_t binding_base[WINED3D_SHADER_TYPE_COUNT];
57 enum wined3d_shader_type so_stage;
60 struct shader_spirv_priv
62 const struct wined3d_vertex_pipe_ops *vertex_pipe;
63 const struct wined3d_fragment_pipe_ops *fragment_pipe;
64 bool ffp_proj_control;
66 struct shader_spirv_resource_bindings bindings;
69 struct shader_spirv_compile_arguments
71 union
73 struct
75 uint32_t alpha_swizzle;
76 unsigned int sample_count;
77 } fs;
78 } u;
81 struct shader_spirv_graphics_program_variant_vk
83 struct shader_spirv_compile_arguments compile_args;
84 const struct wined3d_stream_output_desc *so_desc;
85 size_t binding_base;
87 VkShaderModule vk_module;
90 struct shader_spirv_graphics_program_vk
92 struct shader_spirv_graphics_program_variant_vk *variants;
93 SIZE_T variants_size, variant_count;
95 struct vkd3d_shader_scan_descriptor_info descriptor_info;
98 struct shader_spirv_compute_program_vk
100 VkShaderModule vk_module;
101 VkPipeline vk_pipeline;
102 VkPipelineLayout vk_pipeline_layout;
103 VkDescriptorSetLayout vk_set_layout;
105 struct vkd3d_shader_scan_descriptor_info descriptor_info;
108 struct wined3d_shader_spirv_compile_args
110 struct vkd3d_shader_spirv_target_info spirv_target;
111 struct vkd3d_shader_parameter sample_count;
112 unsigned int ps_alpha_swizzle[WINED3D_MAX_RENDER_TARGETS];
115 struct wined3d_shader_spirv_shader_interface
117 struct vkd3d_shader_interface_info vkd3d_interface;
118 struct vkd3d_shader_transform_feedback_info xfb_info;
121 static bool wined3d_load_vkd3d_shader_functions(void *vkd3d_shader_handle)
123 #define LOAD_FUNCPTR(f) if (!(f = dlsym(vkd3d_shader_handle, #f))) return false;
124 LOAD_FUNCPTR(vkd3d_shader_compile)
125 LOAD_FUNCPTR(vkd3d_shader_free_messages)
126 LOAD_FUNCPTR(vkd3d_shader_free_scan_descriptor_info)
127 LOAD_FUNCPTR(vkd3d_shader_free_shader_code)
128 LOAD_FUNCPTR(vkd3d_shader_get_version)
129 LOAD_FUNCPTR(vkd3d_shader_scan)
130 #undef LOAD_FUNCPTR
132 return true;
135 static void wined3d_unload_vkd3d_shader(void)
137 if (vkd3d_shader_handle)
139 dlclose(vkd3d_shader_handle);
140 vkd3d_shader_handle = NULL;
144 static BOOL WINAPI wined3d_init_vkd3d_once(INIT_ONCE *once, void *param, void **context)
146 TRACE("Loading vkd3d-shader %s.\n", SONAME_LIBVKD3D_SHADER);
148 if ((vkd3d_shader_handle = dlopen(SONAME_LIBVKD3D_SHADER, RTLD_NOW)))
150 if (!wined3d_load_vkd3d_shader_functions(vkd3d_shader_handle))
152 ERR_(winediag)("Failed to load libvkd3d-shader functions.\n");
153 wined3d_unload_vkd3d_shader();
155 TRACE("Using %s.\n", vkd3d_shader_get_version(NULL, NULL));
157 else
159 ERR_(winediag)("Failed to load libvkd3d-shader.\n");
162 return TRUE;
165 static bool wined3d_init_vkd3d(void)
167 static INIT_ONCE init_once = INIT_ONCE_STATIC_INIT;
168 InitOnceExecuteOnce(&init_once, wined3d_init_vkd3d_once, NULL, NULL);
169 return !!vkd3d_shader_handle;
172 static enum vkd3d_shader_visibility vkd3d_shader_visibility_from_wined3d(enum wined3d_shader_type shader_type)
174 switch (shader_type)
176 case WINED3D_SHADER_TYPE_VERTEX:
177 return VKD3D_SHADER_VISIBILITY_VERTEX;
178 case WINED3D_SHADER_TYPE_HULL:
179 return VKD3D_SHADER_VISIBILITY_HULL;
180 case WINED3D_SHADER_TYPE_DOMAIN:
181 return VKD3D_SHADER_VISIBILITY_DOMAIN;
182 case WINED3D_SHADER_TYPE_GEOMETRY:
183 return VKD3D_SHADER_VISIBILITY_GEOMETRY;
184 case WINED3D_SHADER_TYPE_PIXEL:
185 return VKD3D_SHADER_VISIBILITY_PIXEL;
186 case WINED3D_SHADER_TYPE_COMPUTE:
187 return VKD3D_SHADER_VISIBILITY_COMPUTE;
188 default:
189 ERR("Invalid shader type %s.\n", debug_shader_type(shader_type));
190 return VKD3D_SHADER_VISIBILITY_ALL;
194 static void shader_spirv_handle_instruction(const struct wined3d_shader_instruction *ins)
198 static void shader_spirv_compile_arguments_init(struct shader_spirv_compile_arguments *args,
199 const struct wined3d_context *context, const struct wined3d_shader *shader,
200 const struct wined3d_state *state, unsigned int sample_count)
202 struct wined3d_rendertarget_view *rtv;
203 unsigned int i;
205 memset(args, 0, sizeof(*args));
207 switch (shader->reg_maps.shader_version.type)
209 case WINED3D_SHADER_TYPE_PIXEL:
210 for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
212 if (!(rtv = state->fb.render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
213 continue;
214 if (rtv->format->id == WINED3DFMT_A8_UNORM && !is_identity_fixup(rtv->format->color_fixup))
215 args->u.fs.alpha_swizzle |= 1u << i;
217 args->u.fs.sample_count = sample_count;
218 break;
220 default:
221 break;
225 static void shader_spirv_init_compile_args(struct wined3d_shader_spirv_compile_args *args,
226 struct vkd3d_shader_interface_info *vkd3d_interface, enum vkd3d_shader_spirv_environment environment,
227 enum wined3d_shader_type shader_type, const struct shader_spirv_compile_arguments *compile_args)
229 unsigned int i;
231 memset(args, 0, sizeof(*args));
232 args->spirv_target.type = VKD3D_SHADER_STRUCTURE_TYPE_SPIRV_TARGET_INFO;
233 args->spirv_target.next = vkd3d_interface;
234 args->spirv_target.entry_point = "main";
235 args->spirv_target.environment = environment;
237 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
239 unsigned int rt_alpha_swizzle = compile_args->u.fs.alpha_swizzle;
240 struct vkd3d_shader_parameter *shader_parameter;
242 shader_parameter = &args->sample_count;
243 shader_parameter->name = VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT;
244 shader_parameter->type = VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT;
245 shader_parameter->data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_UINT32;
246 shader_parameter->u.immediate_constant.u.u32 = compile_args->u.fs.sample_count;
248 args->spirv_target.parameter_count = 1;
249 args->spirv_target.parameters = shader_parameter;
251 for (i = 0; i < ARRAY_SIZE(args->ps_alpha_swizzle); ++i)
253 if (rt_alpha_swizzle && (1u << i))
254 args->ps_alpha_swizzle[i] = VKD3D_SHADER_SWIZZLE(W, X, Y, Z);
255 else
256 args->ps_alpha_swizzle[i] = VKD3D_SHADER_NO_SWIZZLE;
259 args->spirv_target.output_swizzles = args->ps_alpha_swizzle;
260 args->spirv_target.output_swizzle_count = ARRAY_SIZE(args->ps_alpha_swizzle);
264 static const char *get_line(const char **ptr)
266 const char *p, *q;
268 p = *ptr;
269 if (!(q = strstr(p, "\n")))
271 if (!*p) return NULL;
272 *ptr += strlen(p);
273 return p;
275 *ptr = q + 1;
277 return p;
280 static void shader_spirv_init_shader_interface_vk(struct wined3d_shader_spirv_shader_interface *iface,
281 const struct shader_spirv_resource_bindings *b, const struct wined3d_stream_output_desc *so_desc)
283 memset(iface, 0, sizeof(*iface));
284 iface->vkd3d_interface.type = VKD3D_SHADER_STRUCTURE_TYPE_INTERFACE_INFO;
286 if (so_desc)
288 iface->xfb_info.type = VKD3D_SHADER_STRUCTURE_TYPE_TRANSFORM_FEEDBACK_INFO;
289 iface->xfb_info.next = NULL;
291 iface->xfb_info.elements = (const struct vkd3d_shader_transform_feedback_element *)so_desc->elements;
292 iface->xfb_info.element_count = so_desc->element_count;
293 iface->xfb_info.buffer_strides = so_desc->buffer_strides;
294 iface->xfb_info.buffer_stride_count = so_desc->buffer_stride_count;
296 iface->vkd3d_interface.next = &iface->xfb_info;
299 iface->vkd3d_interface.bindings = b->bindings;
300 iface->vkd3d_interface.binding_count = b->binding_count;
302 iface->vkd3d_interface.uav_counters = b->uav_counters;
303 iface->vkd3d_interface.uav_counter_count = b->uav_counter_count;
306 static VkShaderModule shader_spirv_compile_shader(struct wined3d_context_vk *context_vk,
307 const struct wined3d_shader_desc *shader_desc, enum wined3d_shader_type shader_type,
308 const struct shader_spirv_compile_arguments *args, const struct shader_spirv_resource_bindings *bindings,
309 const struct wined3d_stream_output_desc *so_desc)
311 struct wined3d_shader_spirv_compile_args compile_args;
312 struct wined3d_shader_spirv_shader_interface iface;
313 VkShaderModuleCreateInfo shader_create_info;
314 struct vkd3d_shader_compile_info info;
315 const struct wined3d_vk_info *vk_info;
316 struct wined3d_device_vk *device_vk;
317 struct vkd3d_shader_code spirv;
318 VkShaderModule module;
319 char *messages;
320 VkResult vr;
321 int ret;
323 shader_spirv_init_shader_interface_vk(&iface, bindings, so_desc);
324 shader_spirv_init_compile_args(&compile_args, &iface.vkd3d_interface,
325 VKD3D_SHADER_SPIRV_ENVIRONMENT_VULKAN_1_0, shader_type, args);
327 info.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO;
328 info.next = &compile_args.spirv_target;
329 info.source.code = shader_desc->byte_code;
330 info.source.size = shader_desc->byte_code_size;
331 info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF;
332 info.target_type = VKD3D_SHADER_TARGET_SPIRV_BINARY;
333 info.options = NULL;
334 info.option_count = 0;
335 info.log_level = VKD3D_SHADER_LOG_WARNING;
336 info.source_name = NULL;
338 ret = vkd3d_shader_compile(&info, &spirv, &messages);
339 if (messages && *messages && FIXME_ON(d3d_shader))
341 const char *ptr = messages;
342 const char *line;
344 FIXME("Shader log:\n");
345 while ((line = get_line(&ptr)))
347 FIXME(" %.*s", (int)(ptr - line), line);
349 FIXME("\n");
351 vkd3d_shader_free_messages(messages);
353 if (ret < 0)
355 ERR("Failed to compile DXBC, ret %d.\n", ret);
356 return VK_NULL_HANDLE;
359 device_vk = wined3d_device_vk(context_vk->c.device);
360 vk_info = &device_vk->vk_info;
362 shader_create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
363 shader_create_info.pNext = NULL;
364 shader_create_info.flags = 0;
365 shader_create_info.codeSize = spirv.size;
366 shader_create_info.pCode = spirv.code;
367 if ((vr = VK_CALL(vkCreateShaderModule(device_vk->vk_device, &shader_create_info, NULL, &module))) < 0)
369 vkd3d_shader_free_shader_code(&spirv);
370 WARN("Failed to create Vulkan shader module, vr %s.\n", wined3d_debug_vkresult(vr));
371 return VK_NULL_HANDLE;
374 vkd3d_shader_free_shader_code(&spirv);
376 return module;
379 static struct shader_spirv_graphics_program_variant_vk *shader_spirv_find_graphics_program_variant_vk(
380 struct shader_spirv_priv *priv, struct wined3d_context_vk *context_vk, struct wined3d_shader *shader,
381 const struct wined3d_state *state, const struct shader_spirv_resource_bindings *bindings)
383 enum wined3d_shader_type shader_type = shader->reg_maps.shader_version.type;
384 struct shader_spirv_graphics_program_variant_vk *variant_vk;
385 size_t binding_base = bindings->binding_base[shader_type];
386 const struct wined3d_stream_output_desc *so_desc = NULL;
387 struct shader_spirv_graphics_program_vk *program_vk;
388 struct shader_spirv_compile_arguments args;
389 struct wined3d_shader_desc shader_desc;
390 size_t variant_count, i;
392 shader_spirv_compile_arguments_init(&args, &context_vk->c, shader, state, context_vk->sample_count);
393 if (bindings->so_stage == shader_type)
394 so_desc = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]->u.gs.so_desc;
396 if (!(program_vk = shader->backend_data))
397 return NULL;
399 variant_count = program_vk->variant_count;
400 for (i = 0; i < variant_count; ++i)
402 variant_vk = &program_vk->variants[i];
403 if (variant_vk->so_desc == so_desc && variant_vk->binding_base == binding_base
404 && !memcmp(&variant_vk->compile_args, &args, sizeof(args)))
405 return variant_vk;
408 if (!wined3d_array_reserve((void **)&program_vk->variants, &program_vk->variants_size,
409 variant_count + 1, sizeof(*program_vk->variants)))
410 return NULL;
412 variant_vk = &program_vk->variants[variant_count];
413 variant_vk->compile_args = args;
414 variant_vk->binding_base = binding_base;
416 shader_desc.byte_code = shader->byte_code;
417 shader_desc.byte_code_size = shader->byte_code_size;
419 if (!(variant_vk->vk_module = shader_spirv_compile_shader(context_vk, &shader_desc, shader_type, &args,
420 bindings, so_desc)))
421 return NULL;
422 ++program_vk->variant_count;
424 return variant_vk;
427 static struct shader_spirv_compute_program_vk *shader_spirv_find_compute_program_vk(struct shader_spirv_priv *priv,
428 struct wined3d_context_vk *context_vk, struct wined3d_shader *shader,
429 const struct shader_spirv_resource_bindings *bindings)
431 struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device);
432 const struct wined3d_vk_info *vk_info = context_vk->vk_info;
433 struct shader_spirv_compute_program_vk *program;
434 struct wined3d_pipeline_layout_vk *layout;
435 VkComputePipelineCreateInfo pipeline_info;
436 struct wined3d_shader_desc shader_desc;
437 VkResult vr;
439 if (!(program = shader->backend_data))
440 return NULL;
442 if (program->vk_module)
443 return program;
445 shader_desc.byte_code = shader->byte_code;
446 shader_desc.byte_code_size = shader->byte_code_size;
448 if (!(program->vk_module = shader_spirv_compile_shader(context_vk, &shader_desc, WINED3D_SHADER_TYPE_COMPUTE,
449 NULL, bindings, NULL)))
450 return NULL;
452 if (!(layout = wined3d_context_vk_get_pipeline_layout(context_vk,
453 bindings->vk_bindings, bindings->vk_binding_count)))
455 VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
456 program->vk_module = VK_NULL_HANDLE;
457 return NULL;
459 program->vk_set_layout = layout->vk_set_layout;
460 program->vk_pipeline_layout = layout->vk_pipeline_layout;
462 pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
463 pipeline_info.pNext = NULL;
464 pipeline_info.flags = 0;
465 pipeline_info.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
466 pipeline_info.stage.pNext = NULL;
467 pipeline_info.stage.flags = 0;
468 pipeline_info.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
469 pipeline_info.stage.pName = "main";
470 pipeline_info.stage.pSpecializationInfo = NULL;
471 pipeline_info.stage.module = program->vk_module;
472 pipeline_info.layout = program->vk_pipeline_layout;
473 pipeline_info.basePipelineHandle = VK_NULL_HANDLE;
474 pipeline_info.basePipelineIndex = -1;
475 if ((vr = VK_CALL(vkCreateComputePipelines(device_vk->vk_device,
476 VK_NULL_HANDLE, 1, &pipeline_info, NULL, &program->vk_pipeline))) < 0)
478 ERR("Failed to create Vulkan compute pipeline, vr %s.\n", wined3d_debug_vkresult(vr));
479 VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
480 program->vk_module = VK_NULL_HANDLE;
481 return NULL;
484 return program;
487 static void shader_spirv_resource_bindings_cleanup(struct shader_spirv_resource_bindings *bindings)
489 heap_free(bindings->vk_bindings);
490 heap_free(bindings->bindings);
493 static bool shader_spirv_resource_bindings_add_vk_binding(struct shader_spirv_resource_bindings *bindings,
494 VkDescriptorType vk_type, VkShaderStageFlagBits vk_stage, size_t *binding_idx)
496 SIZE_T binding_count = bindings->vk_binding_count;
497 VkDescriptorSetLayoutBinding *binding;
499 if (!wined3d_array_reserve((void **)&bindings->vk_bindings, &bindings->vk_bindings_size,
500 binding_count + 1, sizeof(*bindings->vk_bindings)))
501 return false;
503 *binding_idx = binding_count;
504 binding = &bindings->vk_bindings[binding_count];
505 binding->binding = binding_count;
506 binding->descriptorType = vk_type;
507 binding->descriptorCount = 1;
508 binding->stageFlags = vk_stage;
509 binding->pImmutableSamplers = NULL;
510 ++bindings->vk_binding_count;
512 return true;
515 static bool shader_spirv_resource_bindings_add_binding(struct shader_spirv_resource_bindings *bindings,
516 enum vkd3d_shader_descriptor_type vkd3d_type, VkDescriptorType vk_type, size_t register_idx,
517 enum vkd3d_shader_visibility vkd3d_visibility, VkShaderStageFlagBits vk_stage,
518 uint32_t flags, size_t *binding_idx)
520 SIZE_T binding_count = bindings->binding_count;
521 struct vkd3d_shader_resource_binding *binding;
523 if (!wined3d_array_reserve((void **)&bindings->bindings, &bindings->bindings_size,
524 binding_count + 1, sizeof(*bindings->bindings)))
525 return false;
527 if (!shader_spirv_resource_bindings_add_vk_binding(bindings, vk_type, vk_stage, binding_idx))
528 return false;
530 binding = &bindings->bindings[binding_count];
531 binding->type = vkd3d_type;
532 binding->register_space = 0;
533 binding->register_index = register_idx;
534 binding->shader_visibility = vkd3d_visibility;
535 binding->flags = flags;
536 binding->binding.set = 0;
537 binding->binding.binding = *binding_idx;
538 binding->binding.count = 1;
539 ++bindings->binding_count;
541 return true;
544 static bool shader_spirv_resource_bindings_add_uav_counter_binding(struct shader_spirv_resource_bindings *bindings,
545 size_t register_idx, enum vkd3d_shader_visibility vkd3d_visibility,
546 VkShaderStageFlagBits vk_stage, size_t *binding_idx)
548 SIZE_T uav_counter_count = bindings->uav_counter_count;
549 struct vkd3d_shader_uav_counter_binding *counter;
551 if (uav_counter_count >= ARRAY_SIZE(bindings->uav_counters))
552 return false;
554 if (!shader_spirv_resource_bindings_add_vk_binding(bindings,
555 VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, vk_stage, binding_idx))
556 return false;
558 counter = &bindings->uav_counters[uav_counter_count];
559 counter->register_space = 0;
560 counter->register_index = register_idx;
561 counter->shader_visibility = vkd3d_visibility;
562 counter->binding.set = 0;
563 counter->binding.binding = *binding_idx;
564 counter->binding.count = 1;
565 counter->offset = 0;
566 ++bindings->uav_counter_count;
568 return true;
571 static bool wined3d_shader_resource_bindings_add_binding(struct wined3d_shader_resource_bindings *bindings,
572 enum wined3d_shader_type shader_type, enum wined3d_shader_descriptor_type shader_descriptor_type,
573 size_t resource_idx, enum wined3d_shader_resource_type resource_type,
574 enum wined3d_data_type resource_data_type, size_t binding_idx)
576 struct wined3d_shader_resource_binding *binding;
577 SIZE_T binding_count = bindings->count;
579 if (!wined3d_array_reserve((void **)&bindings->bindings, &bindings->size,
580 binding_count + 1, sizeof(*bindings->bindings)))
581 return false;
583 binding = &bindings->bindings[binding_count];
584 binding->shader_type = shader_type;
585 binding->shader_descriptor_type = shader_descriptor_type;
586 binding->resource_idx = resource_idx;
587 binding->resource_type = resource_type;
588 binding->resource_data_type = resource_data_type;
589 binding->binding_idx = binding_idx;
590 ++bindings->count;
592 return true;
595 static VkDescriptorType vk_descriptor_type_from_vkd3d(enum vkd3d_shader_descriptor_type type,
596 enum vkd3d_shader_resource_type resource_type)
598 switch (type)
600 case VKD3D_SHADER_DESCRIPTOR_TYPE_CBV:
601 return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
603 case VKD3D_SHADER_DESCRIPTOR_TYPE_SRV:
604 if (resource_type == VKD3D_SHADER_RESOURCE_BUFFER)
605 return VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
606 return VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
608 case VKD3D_SHADER_DESCRIPTOR_TYPE_UAV:
609 if (resource_type == VKD3D_SHADER_RESOURCE_BUFFER)
610 return VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
611 return VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
613 case VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER:
614 return VK_DESCRIPTOR_TYPE_SAMPLER;
616 default:
617 FIXME("Unhandled descriptor type %#x.\n", type);
618 return ~0u;
622 static enum wined3d_shader_descriptor_type wined3d_descriptor_type_from_vkd3d(enum vkd3d_shader_descriptor_type type)
624 switch (type)
626 case VKD3D_SHADER_DESCRIPTOR_TYPE_CBV:
627 return WINED3D_SHADER_DESCRIPTOR_TYPE_CBV;
629 case VKD3D_SHADER_DESCRIPTOR_TYPE_SRV:
630 return WINED3D_SHADER_DESCRIPTOR_TYPE_SRV;
632 case VKD3D_SHADER_DESCRIPTOR_TYPE_UAV:
633 return WINED3D_SHADER_DESCRIPTOR_TYPE_UAV;
635 case VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER:
636 return WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER;
638 default:
639 FIXME("Unhandled descriptor type %#x.\n", type);
640 return ~0u;
644 static enum wined3d_shader_resource_type wined3d_shader_resource_type_from_vkd3d(enum vkd3d_shader_resource_type t)
646 return (enum wined3d_shader_resource_type)t;
649 static enum wined3d_data_type wined3d_data_type_from_vkd3d(enum vkd3d_shader_resource_data_type t)
651 switch (t)
653 case VKD3D_SHADER_RESOURCE_DATA_UNORM:
654 return WINED3D_DATA_UNORM;
655 case VKD3D_SHADER_RESOURCE_DATA_SNORM:
656 return WINED3D_DATA_SNORM;
657 case VKD3D_SHADER_RESOURCE_DATA_INT:
658 return WINED3D_DATA_INT;
659 case VKD3D_SHADER_RESOURCE_DATA_UINT:
660 return WINED3D_DATA_UINT;
661 case VKD3D_SHADER_RESOURCE_DATA_FLOAT:
662 return WINED3D_DATA_FLOAT;
663 default:
664 FIXME("Unhandled resource data type %#x.\n", t);
665 return WINED3D_DATA_FLOAT;
669 static bool shader_spirv_resource_bindings_init(struct shader_spirv_resource_bindings *bindings,
670 struct wined3d_shader_resource_bindings *wined3d_bindings,
671 const struct wined3d_state *state, uint32_t shader_mask)
673 struct vkd3d_shader_scan_descriptor_info *descriptor_info;
674 enum wined3d_shader_descriptor_type wined3d_type;
675 enum vkd3d_shader_visibility shader_visibility;
676 enum wined3d_shader_type shader_type;
677 VkDescriptorType vk_descriptor_type;
678 VkShaderStageFlagBits vk_stage;
679 struct wined3d_shader *shader;
680 size_t binding_idx;
681 unsigned int i;
683 bindings->binding_count = 0;
684 bindings->uav_counter_count = 0;
685 bindings->vk_binding_count = 0;
686 bindings->so_stage = WINED3D_SHADER_TYPE_GEOMETRY;
687 wined3d_bindings->count = 0;
689 for (shader_type = 0; shader_type < WINED3D_SHADER_TYPE_COUNT; ++shader_type)
691 bindings->binding_base[shader_type] = bindings->vk_binding_count;
693 if (!(shader_mask & (1u << shader_type)) || !(shader = state->shader[shader_type]))
694 continue;
696 if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
698 descriptor_info = &((struct shader_spirv_compute_program_vk *)shader->backend_data)->descriptor_info;
700 else
702 descriptor_info = &((struct shader_spirv_graphics_program_vk *)shader->backend_data)->descriptor_info;
703 if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY && !shader->function)
704 bindings->so_stage = WINED3D_SHADER_TYPE_VERTEX;
707 vk_stage = vk_shader_stage_from_wined3d(shader_type);
708 shader_visibility = vkd3d_shader_visibility_from_wined3d(shader_type);
710 for (i = 0; i < descriptor_info->descriptor_count; ++i)
712 struct vkd3d_shader_descriptor_info *d = &descriptor_info->descriptors[i];
713 uint32_t flags;
715 if (d->register_space)
717 WARN("Unsupported register space %u.\n", d->register_space);
718 return false;
721 if (d->resource_type == VKD3D_SHADER_RESOURCE_BUFFER)
722 flags = VKD3D_SHADER_BINDING_FLAG_BUFFER;
723 else
724 flags = VKD3D_SHADER_BINDING_FLAG_IMAGE;
726 vk_descriptor_type = vk_descriptor_type_from_vkd3d(d->type, d->resource_type);
727 if (!shader_spirv_resource_bindings_add_binding(bindings, d->type, vk_descriptor_type,
728 d->register_index, shader_visibility, vk_stage, flags, &binding_idx))
729 return false;
731 wined3d_type = wined3d_descriptor_type_from_vkd3d(d->type);
732 if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings, shader_type,
733 wined3d_type, d->register_index, wined3d_shader_resource_type_from_vkd3d(d->resource_type),
734 wined3d_data_type_from_vkd3d(d->resource_data_type), binding_idx))
735 return false;
737 if (d->type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV
738 && (d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_COUNTER))
740 if (!shader_spirv_resource_bindings_add_uav_counter_binding(bindings,
741 d->register_index, shader_visibility, vk_stage, &binding_idx))
742 return false;
743 if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings,
744 shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER, d->register_index,
745 WINED3D_SHADER_RESOURCE_BUFFER, WINED3D_DATA_UINT, binding_idx))
746 return false;
751 return true;
754 static void shader_spirv_scan_shader(struct wined3d_shader *shader,
755 struct vkd3d_shader_scan_descriptor_info *descriptor_info)
757 struct vkd3d_shader_compile_info info;
758 char *messages;
759 int ret;
761 memset(descriptor_info, 0, sizeof(*descriptor_info));
762 descriptor_info->type = VKD3D_SHADER_STRUCTURE_TYPE_SCAN_DESCRIPTOR_INFO;
764 info.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO;
765 info.next = descriptor_info;
766 info.source.code = shader->byte_code;
767 info.source.size = shader->byte_code_size;
768 info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF;
769 info.target_type = VKD3D_SHADER_TARGET_SPIRV_BINARY;
770 info.options = NULL;
771 info.option_count = 0;
772 info.log_level = VKD3D_SHADER_LOG_WARNING;
773 info.source_name = NULL;
775 if ((ret = vkd3d_shader_scan(&info, &messages)) < 0)
776 ERR("Failed to scan shader, ret %d.\n", ret);
777 if (messages && *messages && FIXME_ON(d3d_shader))
779 const char *ptr = messages;
780 const char *line;
782 FIXME("Shader log:\n");
783 while ((line = get_line(&ptr)))
785 FIXME(" %.*s", (int)(ptr - line), line);
787 FIXME("\n");
789 vkd3d_shader_free_messages(messages);
792 static void shader_spirv_precompile_compute(struct wined3d_shader *shader)
794 struct shader_spirv_compute_program_vk *program_vk;
796 if (!(program_vk = shader->backend_data))
798 if (!(program_vk = heap_alloc_zero(sizeof(*program_vk))))
799 ERR("Failed to allocate program.\n");
800 shader->backend_data = program_vk;
803 shader_spirv_scan_shader(shader, &program_vk->descriptor_info);
806 static void shader_spirv_precompile(void *shader_priv, struct wined3d_shader *shader)
808 struct shader_spirv_graphics_program_vk *program_vk;
810 TRACE("shader_priv %p, shader %p.\n", shader_priv, shader);
812 if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
814 shader_spirv_precompile_compute(shader);
815 return;
818 if (!(program_vk = shader->backend_data))
820 if (!(program_vk = heap_alloc_zero(sizeof(*program_vk))))
821 ERR("Failed to allocate program.\n");
822 shader->backend_data = program_vk;
825 shader_spirv_scan_shader(shader, &program_vk->descriptor_info);
828 static void shader_spirv_select(void *shader_priv, struct wined3d_context *context,
829 const struct wined3d_state *state)
831 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
832 struct shader_spirv_graphics_program_variant_vk *variant_vk;
833 struct shader_spirv_resource_bindings *bindings;
834 size_t binding_base[WINED3D_SHADER_TYPE_COUNT];
835 struct wined3d_pipeline_layout_vk *layout_vk;
836 struct shader_spirv_priv *priv = shader_priv;
837 enum wined3d_shader_type shader_type;
838 struct wined3d_shader *shader;
840 priv->vertex_pipe->vp_enable(context, !use_vs(state));
841 priv->fragment_pipe->fp_enable(context, !use_ps(state));
843 bindings = &priv->bindings;
844 memcpy(binding_base, bindings->binding_base, sizeof(bindings->binding_base));
845 if (!shader_spirv_resource_bindings_init(bindings, &context_vk->graphics.bindings,
846 state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)))
848 ERR("Failed to initialise shader resource bindings.\n");
849 goto fail;
851 if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
852 context->shader_update_mask |= 1u << bindings->so_stage;
854 layout_vk = wined3d_context_vk_get_pipeline_layout(context_vk, bindings->vk_bindings, bindings->vk_binding_count);
855 context_vk->graphics.vk_set_layout = layout_vk->vk_set_layout;
856 context_vk->graphics.vk_pipeline_layout = layout_vk->vk_pipeline_layout;
858 for (shader_type = 0; shader_type < ARRAY_SIZE(context_vk->graphics.vk_modules); ++shader_type)
860 if (!(context->shader_update_mask & (1u << shader_type)) && (!context_vk->graphics.vk_modules[shader_type]
861 || binding_base[shader_type] == bindings->binding_base[shader_type]))
862 continue;
864 if (!(shader = state->shader[shader_type]) || !shader->function)
866 context_vk->graphics.vk_modules[shader_type] = VK_NULL_HANDLE;
867 continue;
870 if (!(variant_vk = shader_spirv_find_graphics_program_variant_vk(priv, context_vk, shader, state, bindings)))
871 goto fail;
872 context_vk->graphics.vk_modules[shader_type] = variant_vk->vk_module;
875 return;
877 fail:
878 context_vk->graphics.vk_set_layout = VK_NULL_HANDLE;
879 context_vk->graphics.vk_pipeline_layout = VK_NULL_HANDLE;
882 static void shader_spirv_select_compute(void *shader_priv,
883 struct wined3d_context *context, const struct wined3d_state *state)
885 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
886 struct shader_spirv_compute_program_vk *program;
887 struct shader_spirv_priv *priv = shader_priv;
888 struct wined3d_shader *shader;
890 if (!shader_spirv_resource_bindings_init(&priv->bindings,
891 &context_vk->compute.bindings, state, 1u << WINED3D_SHADER_TYPE_COMPUTE))
892 ERR("Failed to initialise shader resource bindings.\n");
894 if ((shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
895 program = shader_spirv_find_compute_program_vk(priv, context_vk, shader, &priv->bindings);
896 else
897 program = NULL;
899 if (program)
901 context_vk->compute.vk_pipeline = program->vk_pipeline;
902 context_vk->compute.vk_set_layout = program->vk_set_layout;
903 context_vk->compute.vk_pipeline_layout = program->vk_pipeline_layout;
905 else
907 context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
908 context_vk->compute.vk_set_layout = VK_NULL_HANDLE;
909 context_vk->compute.vk_pipeline_layout = VK_NULL_HANDLE;
913 static void shader_spirv_disable(void *shader_priv, struct wined3d_context *context)
915 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
916 struct shader_spirv_priv *priv = shader_priv;
918 priv->vertex_pipe->vp_enable(context, false);
919 priv->fragment_pipe->fp_enable(context, false);
921 context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
922 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
923 | (1u << WINED3D_SHADER_TYPE_VERTEX)
924 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
925 | (1u << WINED3D_SHADER_TYPE_HULL)
926 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
927 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
930 static void shader_spirv_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
932 WARN("Not implemented.\n");
935 static void shader_spirv_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
937 WARN("Not implemented.\n");
940 static void shader_spirv_load_constants(void *shader_priv, struct wined3d_context *context,
941 const struct wined3d_state *state)
943 WARN("Not implemented.\n");
946 static void shader_spirv_invalidate_compute_program(struct wined3d_context_vk *context_vk,
947 const struct shader_spirv_compute_program_vk *program)
949 if (context_vk->compute.vk_pipeline == program->vk_pipeline)
951 context_vk->c.shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
952 context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
956 static void shader_spirv_invalidate_contexts_compute_program(struct wined3d_device *device,
957 const struct shader_spirv_compute_program_vk *program)
959 unsigned int i;
961 for (i = 0; i < device->context_count; ++i)
963 shader_spirv_invalidate_compute_program(wined3d_context_vk(device->contexts[i]), program);
967 static void shader_spirv_invalidate_graphics_program_variant(struct wined3d_context_vk *context_vk,
968 const struct shader_spirv_graphics_program_variant_vk *variant)
970 enum wined3d_shader_type shader_type;
972 for (shader_type = 0; shader_type < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++shader_type)
974 if (context_vk->graphics.vk_modules[shader_type] != variant->vk_module)
975 continue;
977 context_vk->graphics.vk_modules[shader_type] = VK_NULL_HANDLE;
978 context_vk->c.shader_update_mask |= (1u << shader_type);
982 static void shader_spirv_invalidate_contexts_graphics_program_variant(struct wined3d_device *device,
983 const struct shader_spirv_graphics_program_variant_vk *variant)
985 unsigned int i;
987 for (i = 0; i < device->context_count; ++i)
989 shader_spirv_invalidate_graphics_program_variant(wined3d_context_vk(device->contexts[i]), variant);
993 static void shader_spirv_destroy_compute_vk(struct wined3d_shader *shader)
995 struct wined3d_device_vk *device_vk = wined3d_device_vk(shader->device);
996 struct shader_spirv_compute_program_vk *program = shader->backend_data;
997 struct wined3d_vk_info *vk_info = &device_vk->vk_info;
999 shader_spirv_invalidate_contexts_compute_program(&device_vk->d, program);
1000 VK_CALL(vkDestroyPipeline(device_vk->vk_device, program->vk_pipeline, NULL));
1001 VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
1002 vkd3d_shader_free_scan_descriptor_info(&program->descriptor_info);
1003 shader->backend_data = NULL;
1004 heap_free(program);
1007 static void shader_spirv_destroy(struct wined3d_shader *shader)
1009 struct wined3d_device_vk *device_vk = wined3d_device_vk(shader->device);
1010 struct shader_spirv_graphics_program_variant_vk *variant_vk;
1011 struct wined3d_vk_info *vk_info = &device_vk->vk_info;
1012 struct shader_spirv_graphics_program_vk *program_vk;
1013 size_t i;
1015 if (!shader->backend_data)
1016 return;
1018 if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
1020 shader_spirv_destroy_compute_vk(shader);
1021 return;
1024 program_vk = shader->backend_data;
1025 for (i = 0; i < program_vk->variant_count; ++i)
1027 variant_vk = &program_vk->variants[i];
1028 shader_spirv_invalidate_contexts_graphics_program_variant(&device_vk->d, variant_vk);
1029 VK_CALL(vkDestroyShaderModule(device_vk->vk_device, variant_vk->vk_module, NULL));
1031 heap_free(program_vk->variants);
1032 vkd3d_shader_free_scan_descriptor_info(&program_vk->descriptor_info);
1034 shader->backend_data = NULL;
1035 heap_free(program_vk);
1038 static HRESULT shader_spirv_alloc(struct wined3d_device *device,
1039 const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct wined3d_fragment_pipe_ops *fragment_pipe)
1041 struct fragment_caps fragment_caps;
1042 void *vertex_priv, *fragment_priv;
1043 struct shader_spirv_priv *priv;
1045 if (!(priv = heap_alloc(sizeof(*priv))))
1046 return E_OUTOFMEMORY;
1048 if (!(vertex_priv = vertex_pipe->vp_alloc(&spirv_shader_backend_vk, priv)))
1050 ERR("Failed to initialise vertex pipe.\n");
1051 heap_free(priv);
1052 return E_FAIL;
1055 if (!(fragment_priv = fragment_pipe->alloc_private(&spirv_shader_backend_vk, priv)))
1057 ERR("Failed to initialise fragment pipe.\n");
1058 vertex_pipe->vp_free(device, NULL);
1059 heap_free(priv);
1060 return E_FAIL;
1063 priv->vertex_pipe = vertex_pipe;
1064 priv->fragment_pipe = fragment_pipe;
1065 fragment_pipe->get_caps(device->adapter, &fragment_caps);
1066 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
1067 memset(&priv->bindings, 0, sizeof(priv->bindings));
1069 device->vertex_priv = vertex_priv;
1070 device->fragment_priv = fragment_priv;
1071 device->shader_priv = priv;
1073 return WINED3D_OK;
1076 static void shader_spirv_free(struct wined3d_device *device, struct wined3d_context *context)
1078 struct shader_spirv_priv *priv = device->shader_priv;
1080 shader_spirv_resource_bindings_cleanup(&priv->bindings);
1081 priv->fragment_pipe->free_private(device, context);
1082 priv->vertex_pipe->vp_free(device, context);
1083 heap_free(priv);
1086 static BOOL shader_spirv_allocate_context_data(struct wined3d_context *context)
1088 return TRUE;
1091 static void shader_spirv_free_context_data(struct wined3d_context *context)
1095 static void shader_spirv_init_context_state(struct wined3d_context *context)
1099 static void shader_spirv_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
1101 caps->vs_version = min(wined3d_settings.max_sm_vs, 5);
1102 caps->hs_version = min(wined3d_settings.max_sm_hs, 5);
1103 caps->ds_version = min(wined3d_settings.max_sm_ds, 5);
1104 caps->gs_version = min(wined3d_settings.max_sm_gs, 5);
1105 caps->ps_version = min(wined3d_settings.max_sm_ps, 5);
1106 caps->cs_version = min(wined3d_settings.max_sm_cs, 5);
1108 caps->vs_uniform_count = WINED3D_MAX_VS_CONSTS_F;
1109 caps->ps_uniform_count = WINED3D_MAX_PS_CONSTS_F;
1110 caps->ps_1x_max_value = FLT_MAX;
1111 caps->varying_count = 0;
1112 caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
1113 | WINED3D_SHADER_CAP_SRGB_WRITE
1114 | WINED3D_SHADER_CAP_FULL_FFP_VARYINGS;
1117 static BOOL shader_spirv_color_fixup_supported(struct color_fixup_desc fixup)
1119 return is_identity_fixup(fixup);
1122 static BOOL shader_spirv_has_ffp_proj_control(void *shader_priv)
1124 struct shader_spirv_priv *priv = shader_priv;
1126 return priv->ffp_proj_control;
1129 static uint64_t shader_spirv_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
1130 enum wined3d_shader_type shader_type)
1132 struct shader_spirv_resource_bindings bindings = {0};
1133 return (uint64_t)shader_spirv_compile_shader(wined3d_context_vk(context), shader_desc, shader_type, NULL, &bindings, NULL);
1136 static const struct wined3d_shader_backend_ops spirv_shader_backend_vk =
1138 .shader_handle_instruction = shader_spirv_handle_instruction,
1139 .shader_precompile = shader_spirv_precompile,
1140 .shader_select = shader_spirv_select,
1141 .shader_select_compute = shader_spirv_select_compute,
1142 .shader_disable = shader_spirv_disable,
1143 .shader_update_float_vertex_constants = shader_spirv_update_float_vertex_constants,
1144 .shader_update_float_pixel_constants = shader_spirv_update_float_pixel_constants,
1145 .shader_load_constants = shader_spirv_load_constants,
1146 .shader_destroy = shader_spirv_destroy,
1147 .shader_alloc_private = shader_spirv_alloc,
1148 .shader_free_private = shader_spirv_free,
1149 .shader_allocate_context_data = shader_spirv_allocate_context_data,
1150 .shader_free_context_data = shader_spirv_free_context_data,
1151 .shader_init_context_state = shader_spirv_init_context_state,
1152 .shader_get_caps = shader_spirv_get_caps,
1153 .shader_color_fixup_supported = shader_spirv_color_fixup_supported,
1154 .shader_has_ffp_proj_control = shader_spirv_has_ffp_proj_control,
1155 .shader_compile = shader_spirv_compile,
1158 const struct wined3d_shader_backend_ops *wined3d_spirv_shader_backend_init_vk(void)
1160 if (!wined3d_init_vkd3d())
1161 return NULL;
1163 return &spirv_shader_backend_vk;
1166 void wined3d_spirv_shader_backend_cleanup(void)
1168 wined3d_unload_vkd3d_shader();
1171 static void spirv_vertex_pipe_vk_vp_enable(const struct wined3d_context *context, BOOL enable)
1173 /* Nothing to do. */
1176 static void spirv_vertex_pipe_vk_vp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
1178 memset(caps, 0, sizeof(*caps));
1181 static uint32_t spirv_vertex_pipe_vk_vp_get_emul_mask(const struct wined3d_gl_info *gl_info)
1183 return 0;
1186 static void *spirv_vertex_pipe_vk_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
1188 if (shader_backend != &spirv_shader_backend_vk)
1190 FIXME("SPIR-V vertex pipe without SPIR-V shader backend not implemented.\n");
1191 return NULL;
1194 return shader_priv;
1197 static void spirv_vertex_pipe_vk_vp_free(struct wined3d_device *device, struct wined3d_context *context)
1199 /* Nothing to do. */
1202 static const struct wined3d_state_entry_template spirv_vertex_pipe_vk_vp_states[] =
1204 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), state_nop}},
1205 {STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_nop}},
1206 {STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_RENDER(WINED3D_RS_LIGHTING), state_nop}},
1207 {STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), state_nop}},
1208 {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), state_nop}},
1209 {STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_nop}},
1210 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_nop}},
1211 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), state_nop}},
1212 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), state_nop}},
1213 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), state_nop}},
1214 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), state_nop}},
1215 {STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_nop}},
1216 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), state_nop}},
1217 {STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE), state_nop}},
1218 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_nop}},
1219 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_nop}},
1220 {STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALE_A), state_nop}},
1221 {STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALE_B), state_nop}},
1222 {STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALE_C), state_nop}},
1223 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), state_nop}},
1224 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), state_nop}},
1225 {STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_RENDER(WINED3D_RS_TWEENFACTOR), state_nop}},
1226 {STATE_MATERIAL, {STATE_MATERIAL, state_nop}},
1227 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), state_nop}},
1228 {STATE_LIGHT_TYPE, {STATE_LIGHT_TYPE, state_nop}},
1229 {0}, /* Terminate */
1232 static const struct wined3d_vertex_pipe_ops spirv_vertex_pipe_vk =
1234 .vp_enable = spirv_vertex_pipe_vk_vp_enable,
1235 .vp_get_caps = spirv_vertex_pipe_vk_vp_get_caps,
1236 .vp_get_emul_mask = spirv_vertex_pipe_vk_vp_get_emul_mask,
1237 .vp_alloc = spirv_vertex_pipe_vk_vp_alloc,
1238 .vp_free = spirv_vertex_pipe_vk_vp_free,
1239 .vp_states = spirv_vertex_pipe_vk_vp_states,
1242 const struct wined3d_vertex_pipe_ops *wined3d_spirv_vertex_pipe_init_vk(void)
1244 return &spirv_vertex_pipe_vk;
1247 static void spirv_fragment_pipe_vk_fp_enable(const struct wined3d_context *context, BOOL enable)
1249 /* Nothing to do. */
1252 static void spirv_fragment_pipe_vk_fp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
1254 memset(caps, 0, sizeof(*caps));
1257 static uint32_t spirv_fragment_pipe_vk_fp_get_emul_mask(const struct wined3d_gl_info *gl_info)
1259 return 0;
1262 static void *spirv_fragment_pipe_vk_fp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
1264 if (shader_backend != &spirv_shader_backend_vk)
1266 FIXME("SPIR-V fragment pipe without SPIR-V shader backend not implemented.\n");
1267 return NULL;
1270 return shader_priv;
1273 static void spirv_fragment_pipe_vk_fp_free(struct wined3d_device *device, struct wined3d_context *context)
1275 /* Nothing to do. */
1278 static BOOL spirv_fragment_pipe_vk_fp_alloc_context_data(struct wined3d_context *context)
1280 return TRUE;
1283 static void spirv_fragment_pipe_vk_fp_free_context_data(struct wined3d_context *context)
1285 /* Nothing to do. */
1288 static const struct wined3d_state_entry_template spirv_fragment_pipe_vk_fp_states[] =
1290 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_nop}},
1291 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_nop}},
1292 {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAREF), state_nop}},
1293 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), state_nop}},
1294 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), state_nop}},
1295 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_nop}},
1296 {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), state_nop}},
1297 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), state_nop}},
1298 {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), state_nop}},
1299 {STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGEND), state_nop}},
1300 {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), state_nop}},
1301 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), state_nop}},
1302 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_nop}},
1303 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), state_nop}},
1304 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_nop}},
1305 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_nop}},
1306 {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, state_nop}},
1307 {STATE_COLOR_KEY, {STATE_COLOR_KEY, state_nop}},
1308 {0}, /* Terminate */
1311 static const struct wined3d_fragment_pipe_ops spirv_fragment_pipe_vk =
1313 .fp_enable = spirv_fragment_pipe_vk_fp_enable,
1314 .get_caps = spirv_fragment_pipe_vk_fp_get_caps,
1315 .get_emul_mask = spirv_fragment_pipe_vk_fp_get_emul_mask,
1316 .alloc_private = spirv_fragment_pipe_vk_fp_alloc,
1317 .free_private = spirv_fragment_pipe_vk_fp_free,
1318 .allocate_context_data = spirv_fragment_pipe_vk_fp_alloc_context_data,
1319 .free_context_data = spirv_fragment_pipe_vk_fp_free_context_data,
1320 .color_fixup_supported = shader_spirv_color_fixup_supported,
1321 .states = spirv_fragment_pipe_vk_fp_states,
1324 const struct wined3d_fragment_pipe_ops *wined3d_spirv_fragment_pipe_init_vk(void)
1326 return &spirv_fragment_pipe_vk;
1329 #else
1331 const struct wined3d_shader_backend_ops *wined3d_spirv_shader_backend_init_vk(void)
1333 ERR_(winediag)("Wine was built without libvkd3d-shader support.\n");
1334 return NULL;
1337 void wined3d_spirv_shader_backend_cleanup(void)
1341 const struct wined3d_vertex_pipe_ops *wined3d_spirv_vertex_pipe_init_vk(void)
1343 return &none_vertex_pipe;
1346 const struct wined3d_fragment_pipe_ops *wined3d_spirv_fragment_pipe_init_vk(void)
1348 return &none_fragment_pipe;
1351 #endif /* defined(SONAME_LIBVKD3D_SHADER) */