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[wine.git] / dlls / wined3d / shader_spirv.c
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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 "wined3d_private.h"
21 #define LIBVKD3D_SHADER_SOURCE
22 #include <vkd3d_shader.h>
24 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
26 static const struct wined3d_shader_backend_ops spirv_shader_backend_vk;
28 struct shader_spirv_resource_bindings
30 struct vkd3d_shader_resource_binding *bindings;
31 SIZE_T bindings_size, binding_count;
33 struct vkd3d_shader_uav_counter_binding uav_counters[MAX_UNORDERED_ACCESS_VIEWS];
34 SIZE_T uav_counter_count;
36 VkDescriptorSetLayoutBinding *vk_bindings;
37 SIZE_T vk_bindings_size, vk_binding_count;
39 size_t binding_base[WINED3D_SHADER_TYPE_COUNT];
40 enum wined3d_shader_type so_stage;
43 struct shader_spirv_priv
45 const struct wined3d_vertex_pipe_ops *vertex_pipe;
46 const struct wined3d_fragment_pipe_ops *fragment_pipe;
47 bool ffp_proj_control;
49 struct shader_spirv_resource_bindings bindings;
52 struct shader_spirv_compile_arguments
54 union
56 struct
58 uint32_t alpha_swizzle;
59 unsigned int sample_count;
60 } fs;
61 } u;
64 struct shader_spirv_graphics_program_variant_vk
66 struct shader_spirv_compile_arguments compile_args;
67 const struct wined3d_stream_output_desc *so_desc;
68 size_t binding_base;
70 VkShaderModule vk_module;
73 struct shader_spirv_graphics_program_vk
75 struct shader_spirv_graphics_program_variant_vk *variants;
76 SIZE_T variants_size, variant_count;
78 struct vkd3d_shader_scan_descriptor_info descriptor_info;
81 struct shader_spirv_compute_program_vk
83 VkShaderModule vk_module;
84 VkPipeline vk_pipeline;
85 VkPipelineLayout vk_pipeline_layout;
86 VkDescriptorSetLayout vk_set_layout;
88 struct vkd3d_shader_scan_descriptor_info descriptor_info;
91 struct wined3d_shader_spirv_compile_args
93 struct vkd3d_shader_spirv_target_info spirv_target;
94 struct vkd3d_shader_parameter sample_count;
95 unsigned int ps_alpha_swizzle[WINED3D_MAX_RENDER_TARGETS];
98 struct wined3d_shader_spirv_shader_interface
100 struct vkd3d_shader_interface_info vkd3d_interface;
101 struct vkd3d_shader_transform_feedback_info xfb_info;
104 static enum vkd3d_shader_visibility vkd3d_shader_visibility_from_wined3d(enum wined3d_shader_type shader_type)
106 switch (shader_type)
108 case WINED3D_SHADER_TYPE_VERTEX:
109 return VKD3D_SHADER_VISIBILITY_VERTEX;
110 case WINED3D_SHADER_TYPE_HULL:
111 return VKD3D_SHADER_VISIBILITY_HULL;
112 case WINED3D_SHADER_TYPE_DOMAIN:
113 return VKD3D_SHADER_VISIBILITY_DOMAIN;
114 case WINED3D_SHADER_TYPE_GEOMETRY:
115 return VKD3D_SHADER_VISIBILITY_GEOMETRY;
116 case WINED3D_SHADER_TYPE_PIXEL:
117 return VKD3D_SHADER_VISIBILITY_PIXEL;
118 case WINED3D_SHADER_TYPE_COMPUTE:
119 return VKD3D_SHADER_VISIBILITY_COMPUTE;
120 default:
121 ERR("Invalid shader type %s.\n", debug_shader_type(shader_type));
122 return VKD3D_SHADER_VISIBILITY_ALL;
126 static void shader_spirv_handle_instruction(const struct wined3d_shader_instruction *ins)
130 static void shader_spirv_compile_arguments_init(struct shader_spirv_compile_arguments *args,
131 const struct wined3d_context *context, const struct wined3d_shader *shader,
132 const struct wined3d_state *state, unsigned int sample_count)
134 struct wined3d_rendertarget_view *rtv;
135 unsigned int i;
137 memset(args, 0, sizeof(*args));
139 switch (shader->reg_maps.shader_version.type)
141 case WINED3D_SHADER_TYPE_PIXEL:
142 for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
144 if (!(rtv = state->fb.render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
145 continue;
146 if (rtv->format->id == WINED3DFMT_A8_UNORM && !is_identity_fixup(rtv->format->color_fixup))
147 args->u.fs.alpha_swizzle |= 1u << i;
149 args->u.fs.sample_count = sample_count;
150 break;
152 default:
153 break;
157 static void shader_spirv_init_compile_args(struct wined3d_shader_spirv_compile_args *args,
158 struct vkd3d_shader_interface_info *vkd3d_interface, enum vkd3d_shader_spirv_environment environment,
159 enum wined3d_shader_type shader_type, const struct shader_spirv_compile_arguments *compile_args)
161 unsigned int i;
163 memset(args, 0, sizeof(*args));
164 args->spirv_target.type = VKD3D_SHADER_STRUCTURE_TYPE_SPIRV_TARGET_INFO;
165 args->spirv_target.next = vkd3d_interface;
166 args->spirv_target.entry_point = "main";
167 args->spirv_target.environment = environment;
169 if (shader_type == WINED3D_SHADER_TYPE_PIXEL)
171 unsigned int rt_alpha_swizzle = compile_args->u.fs.alpha_swizzle;
172 struct vkd3d_shader_parameter *shader_parameter;
174 shader_parameter = &args->sample_count;
175 shader_parameter->name = VKD3D_SHADER_PARAMETER_NAME_RASTERIZER_SAMPLE_COUNT;
176 shader_parameter->type = VKD3D_SHADER_PARAMETER_TYPE_IMMEDIATE_CONSTANT;
177 shader_parameter->data_type = VKD3D_SHADER_PARAMETER_DATA_TYPE_UINT32;
178 shader_parameter->u.immediate_constant.u.u32 = compile_args->u.fs.sample_count;
180 args->spirv_target.parameter_count = 1;
181 args->spirv_target.parameters = shader_parameter;
183 for (i = 0; i < ARRAY_SIZE(args->ps_alpha_swizzle); ++i)
185 if (rt_alpha_swizzle && (1u << i))
186 args->ps_alpha_swizzle[i] = VKD3D_SHADER_SWIZZLE(W, X, Y, Z);
187 else
188 args->ps_alpha_swizzle[i] = VKD3D_SHADER_NO_SWIZZLE;
191 args->spirv_target.output_swizzles = args->ps_alpha_swizzle;
192 args->spirv_target.output_swizzle_count = ARRAY_SIZE(args->ps_alpha_swizzle);
196 static const char *get_line(const char **ptr)
198 const char *p, *q;
200 p = *ptr;
201 if (!(q = strstr(p, "\n")))
203 if (!*p) return NULL;
204 *ptr += strlen(p);
205 return p;
207 *ptr = q + 1;
209 return p;
212 static void shader_spirv_init_shader_interface_vk(struct wined3d_shader_spirv_shader_interface *iface,
213 const struct shader_spirv_resource_bindings *b, const struct wined3d_stream_output_desc *so_desc)
215 memset(iface, 0, sizeof(*iface));
216 iface->vkd3d_interface.type = VKD3D_SHADER_STRUCTURE_TYPE_INTERFACE_INFO;
218 if (so_desc)
220 iface->xfb_info.type = VKD3D_SHADER_STRUCTURE_TYPE_TRANSFORM_FEEDBACK_INFO;
221 iface->xfb_info.next = NULL;
223 iface->xfb_info.elements = (const struct vkd3d_shader_transform_feedback_element *)so_desc->elements;
224 iface->xfb_info.element_count = so_desc->element_count;
225 iface->xfb_info.buffer_strides = so_desc->buffer_strides;
226 iface->xfb_info.buffer_stride_count = so_desc->buffer_stride_count;
228 iface->vkd3d_interface.next = &iface->xfb_info;
231 iface->vkd3d_interface.bindings = b->bindings;
232 iface->vkd3d_interface.binding_count = b->binding_count;
234 iface->vkd3d_interface.uav_counters = b->uav_counters;
235 iface->vkd3d_interface.uav_counter_count = b->uav_counter_count;
238 static VkShaderModule shader_spirv_compile_shader(struct wined3d_context_vk *context_vk,
239 const struct wined3d_shader_desc *shader_desc, enum wined3d_shader_type shader_type,
240 const struct shader_spirv_compile_arguments *args, const struct shader_spirv_resource_bindings *bindings,
241 const struct wined3d_stream_output_desc *so_desc)
243 struct wined3d_shader_spirv_compile_args compile_args;
244 struct wined3d_shader_spirv_shader_interface iface;
245 VkShaderModuleCreateInfo shader_create_info;
246 struct vkd3d_shader_compile_info info;
247 const struct wined3d_vk_info *vk_info;
248 struct wined3d_device_vk *device_vk;
249 struct vkd3d_shader_code spirv;
250 VkShaderModule module;
251 char *messages;
252 VkResult vr;
253 int ret;
255 shader_spirv_init_shader_interface_vk(&iface, bindings, so_desc);
256 shader_spirv_init_compile_args(&compile_args, &iface.vkd3d_interface,
257 VKD3D_SHADER_SPIRV_ENVIRONMENT_VULKAN_1_0, shader_type, args);
259 info.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO;
260 info.next = &compile_args.spirv_target;
261 info.source.code = shader_desc->byte_code;
262 info.source.size = shader_desc->byte_code_size;
263 info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF;
264 info.target_type = VKD3D_SHADER_TARGET_SPIRV_BINARY;
265 info.options = NULL;
266 info.option_count = 0;
267 info.log_level = VKD3D_SHADER_LOG_WARNING;
268 info.source_name = NULL;
270 ret = vkd3d_shader_compile(&info, &spirv, &messages);
271 if (messages && *messages && FIXME_ON(d3d_shader))
273 const char *ptr = messages;
274 const char *line;
276 FIXME("Shader log:\n");
277 while ((line = get_line(&ptr)))
279 FIXME(" %.*s", (int)(ptr - line), line);
281 FIXME("\n");
283 vkd3d_shader_free_messages(messages);
285 if (ret < 0)
287 ERR("Failed to compile DXBC, ret %d.\n", ret);
288 return VK_NULL_HANDLE;
291 device_vk = wined3d_device_vk(context_vk->c.device);
292 vk_info = &device_vk->vk_info;
294 shader_create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
295 shader_create_info.pNext = NULL;
296 shader_create_info.flags = 0;
297 shader_create_info.codeSize = spirv.size;
298 shader_create_info.pCode = spirv.code;
299 if ((vr = VK_CALL(vkCreateShaderModule(device_vk->vk_device, &shader_create_info, NULL, &module))) < 0)
301 vkd3d_shader_free_shader_code(&spirv);
302 WARN("Failed to create Vulkan shader module, vr %s.\n", wined3d_debug_vkresult(vr));
303 return VK_NULL_HANDLE;
306 vkd3d_shader_free_shader_code(&spirv);
308 return module;
311 static struct shader_spirv_graphics_program_variant_vk *shader_spirv_find_graphics_program_variant_vk(
312 struct shader_spirv_priv *priv, struct wined3d_context_vk *context_vk, struct wined3d_shader *shader,
313 const struct wined3d_state *state, const struct shader_spirv_resource_bindings *bindings)
315 enum wined3d_shader_type shader_type = shader->reg_maps.shader_version.type;
316 struct shader_spirv_graphics_program_variant_vk *variant_vk;
317 size_t binding_base = bindings->binding_base[shader_type];
318 const struct wined3d_stream_output_desc *so_desc = NULL;
319 struct shader_spirv_graphics_program_vk *program_vk;
320 struct shader_spirv_compile_arguments args;
321 struct wined3d_shader_desc shader_desc;
322 size_t variant_count, i;
324 shader_spirv_compile_arguments_init(&args, &context_vk->c, shader, state, context_vk->sample_count);
325 if (bindings->so_stage == shader_type)
326 so_desc = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]->u.gs.so_desc;
328 if (!(program_vk = shader->backend_data))
329 return NULL;
331 variant_count = program_vk->variant_count;
332 for (i = 0; i < variant_count; ++i)
334 variant_vk = &program_vk->variants[i];
335 if (variant_vk->so_desc == so_desc && variant_vk->binding_base == binding_base
336 && !memcmp(&variant_vk->compile_args, &args, sizeof(args)))
337 return variant_vk;
340 if (!wined3d_array_reserve((void **)&program_vk->variants, &program_vk->variants_size,
341 variant_count + 1, sizeof(*program_vk->variants)))
342 return NULL;
344 variant_vk = &program_vk->variants[variant_count];
345 variant_vk->compile_args = args;
346 variant_vk->binding_base = binding_base;
348 shader_desc.byte_code = shader->byte_code;
349 shader_desc.byte_code_size = shader->byte_code_size;
351 if (!(variant_vk->vk_module = shader_spirv_compile_shader(context_vk, &shader_desc, shader_type, &args,
352 bindings, so_desc)))
353 return NULL;
354 ++program_vk->variant_count;
356 return variant_vk;
359 static struct shader_spirv_compute_program_vk *shader_spirv_find_compute_program_vk(struct shader_spirv_priv *priv,
360 struct wined3d_context_vk *context_vk, struct wined3d_shader *shader,
361 const struct shader_spirv_resource_bindings *bindings)
363 struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device);
364 const struct wined3d_vk_info *vk_info = context_vk->vk_info;
365 struct shader_spirv_compute_program_vk *program;
366 struct wined3d_pipeline_layout_vk *layout;
367 VkComputePipelineCreateInfo pipeline_info;
368 struct wined3d_shader_desc shader_desc;
369 VkResult vr;
371 if (!(program = shader->backend_data))
372 return NULL;
374 if (program->vk_module)
375 return program;
377 shader_desc.byte_code = shader->byte_code;
378 shader_desc.byte_code_size = shader->byte_code_size;
380 if (!(program->vk_module = shader_spirv_compile_shader(context_vk, &shader_desc, WINED3D_SHADER_TYPE_COMPUTE,
381 NULL, bindings, NULL)))
382 return NULL;
384 if (!(layout = wined3d_context_vk_get_pipeline_layout(context_vk,
385 bindings->vk_bindings, bindings->vk_binding_count)))
387 VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
388 program->vk_module = VK_NULL_HANDLE;
389 return NULL;
391 program->vk_set_layout = layout->vk_set_layout;
392 program->vk_pipeline_layout = layout->vk_pipeline_layout;
394 pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
395 pipeline_info.pNext = NULL;
396 pipeline_info.flags = 0;
397 pipeline_info.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
398 pipeline_info.stage.pNext = NULL;
399 pipeline_info.stage.flags = 0;
400 pipeline_info.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT;
401 pipeline_info.stage.pName = "main";
402 pipeline_info.stage.pSpecializationInfo = NULL;
403 pipeline_info.stage.module = program->vk_module;
404 pipeline_info.layout = program->vk_pipeline_layout;
405 pipeline_info.basePipelineHandle = VK_NULL_HANDLE;
406 pipeline_info.basePipelineIndex = -1;
407 if ((vr = VK_CALL(vkCreateComputePipelines(device_vk->vk_device,
408 VK_NULL_HANDLE, 1, &pipeline_info, NULL, &program->vk_pipeline))) < 0)
410 ERR("Failed to create Vulkan compute pipeline, vr %s.\n", wined3d_debug_vkresult(vr));
411 VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
412 program->vk_module = VK_NULL_HANDLE;
413 return NULL;
416 return program;
419 static void shader_spirv_resource_bindings_cleanup(struct shader_spirv_resource_bindings *bindings)
421 heap_free(bindings->vk_bindings);
422 heap_free(bindings->bindings);
425 static bool shader_spirv_resource_bindings_add_vk_binding(struct shader_spirv_resource_bindings *bindings,
426 VkDescriptorType vk_type, VkShaderStageFlagBits vk_stage, size_t *binding_idx)
428 SIZE_T binding_count = bindings->vk_binding_count;
429 VkDescriptorSetLayoutBinding *binding;
431 if (!wined3d_array_reserve((void **)&bindings->vk_bindings, &bindings->vk_bindings_size,
432 binding_count + 1, sizeof(*bindings->vk_bindings)))
433 return false;
435 *binding_idx = binding_count;
436 binding = &bindings->vk_bindings[binding_count];
437 binding->binding = binding_count;
438 binding->descriptorType = vk_type;
439 binding->descriptorCount = 1;
440 binding->stageFlags = vk_stage;
441 binding->pImmutableSamplers = NULL;
442 ++bindings->vk_binding_count;
444 return true;
447 static bool shader_spirv_resource_bindings_add_binding(struct shader_spirv_resource_bindings *bindings,
448 enum vkd3d_shader_descriptor_type vkd3d_type, VkDescriptorType vk_type, size_t register_idx,
449 enum vkd3d_shader_visibility vkd3d_visibility, VkShaderStageFlagBits vk_stage,
450 uint32_t flags, size_t *binding_idx)
452 SIZE_T binding_count = bindings->binding_count;
453 struct vkd3d_shader_resource_binding *binding;
455 if (!wined3d_array_reserve((void **)&bindings->bindings, &bindings->bindings_size,
456 binding_count + 1, sizeof(*bindings->bindings)))
457 return false;
459 if (!shader_spirv_resource_bindings_add_vk_binding(bindings, vk_type, vk_stage, binding_idx))
460 return false;
462 binding = &bindings->bindings[binding_count];
463 binding->type = vkd3d_type;
464 binding->register_space = 0;
465 binding->register_index = register_idx;
466 binding->shader_visibility = vkd3d_visibility;
467 binding->flags = flags;
468 binding->binding.set = 0;
469 binding->binding.binding = *binding_idx;
470 binding->binding.count = 1;
471 ++bindings->binding_count;
473 return true;
476 static bool shader_spirv_resource_bindings_add_uav_counter_binding(struct shader_spirv_resource_bindings *bindings,
477 size_t register_idx, enum vkd3d_shader_visibility vkd3d_visibility,
478 VkShaderStageFlagBits vk_stage, size_t *binding_idx)
480 SIZE_T uav_counter_count = bindings->uav_counter_count;
481 struct vkd3d_shader_uav_counter_binding *counter;
483 if (uav_counter_count >= ARRAY_SIZE(bindings->uav_counters))
484 return false;
486 if (!shader_spirv_resource_bindings_add_vk_binding(bindings,
487 VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, vk_stage, binding_idx))
488 return false;
490 counter = &bindings->uav_counters[uav_counter_count];
491 counter->register_space = 0;
492 counter->register_index = register_idx;
493 counter->shader_visibility = vkd3d_visibility;
494 counter->binding.set = 0;
495 counter->binding.binding = *binding_idx;
496 counter->binding.count = 1;
497 counter->offset = 0;
498 ++bindings->uav_counter_count;
500 return true;
503 static bool wined3d_shader_resource_bindings_add_binding(struct wined3d_shader_resource_bindings *bindings,
504 enum wined3d_shader_type shader_type, enum wined3d_shader_descriptor_type shader_descriptor_type,
505 size_t resource_idx, enum wined3d_shader_resource_type resource_type,
506 enum wined3d_data_type resource_data_type, size_t binding_idx)
508 struct wined3d_shader_resource_binding *binding;
509 SIZE_T binding_count = bindings->count;
511 if (!wined3d_array_reserve((void **)&bindings->bindings, &bindings->size,
512 binding_count + 1, sizeof(*bindings->bindings)))
513 return false;
515 binding = &bindings->bindings[binding_count];
516 binding->shader_type = shader_type;
517 binding->shader_descriptor_type = shader_descriptor_type;
518 binding->resource_idx = resource_idx;
519 binding->resource_type = resource_type;
520 binding->resource_data_type = resource_data_type;
521 binding->binding_idx = binding_idx;
522 ++bindings->count;
524 return true;
527 static VkDescriptorType vk_descriptor_type_from_vkd3d(enum vkd3d_shader_descriptor_type type,
528 enum vkd3d_shader_resource_type resource_type)
530 switch (type)
532 case VKD3D_SHADER_DESCRIPTOR_TYPE_CBV:
533 return VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
535 case VKD3D_SHADER_DESCRIPTOR_TYPE_SRV:
536 if (resource_type == VKD3D_SHADER_RESOURCE_BUFFER)
537 return VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER;
538 return VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE;
540 case VKD3D_SHADER_DESCRIPTOR_TYPE_UAV:
541 if (resource_type == VKD3D_SHADER_RESOURCE_BUFFER)
542 return VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER;
543 return VK_DESCRIPTOR_TYPE_STORAGE_IMAGE;
545 case VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER:
546 return VK_DESCRIPTOR_TYPE_SAMPLER;
548 default:
549 FIXME("Unhandled descriptor type %#x.\n", type);
550 return ~0u;
554 static enum wined3d_shader_descriptor_type wined3d_descriptor_type_from_vkd3d(enum vkd3d_shader_descriptor_type type)
556 switch (type)
558 case VKD3D_SHADER_DESCRIPTOR_TYPE_CBV:
559 return WINED3D_SHADER_DESCRIPTOR_TYPE_CBV;
561 case VKD3D_SHADER_DESCRIPTOR_TYPE_SRV:
562 return WINED3D_SHADER_DESCRIPTOR_TYPE_SRV;
564 case VKD3D_SHADER_DESCRIPTOR_TYPE_UAV:
565 return WINED3D_SHADER_DESCRIPTOR_TYPE_UAV;
567 case VKD3D_SHADER_DESCRIPTOR_TYPE_SAMPLER:
568 return WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER;
570 default:
571 FIXME("Unhandled descriptor type %#x.\n", type);
572 return ~0u;
576 static enum wined3d_shader_resource_type wined3d_shader_resource_type_from_vkd3d(enum vkd3d_shader_resource_type t)
578 return (enum wined3d_shader_resource_type)t;
581 static enum wined3d_data_type wined3d_data_type_from_vkd3d(enum vkd3d_shader_resource_data_type t)
583 switch (t)
585 case VKD3D_SHADER_RESOURCE_DATA_UNORM:
586 return WINED3D_DATA_UNORM;
587 case VKD3D_SHADER_RESOURCE_DATA_SNORM:
588 return WINED3D_DATA_SNORM;
589 case VKD3D_SHADER_RESOURCE_DATA_INT:
590 return WINED3D_DATA_INT;
591 case VKD3D_SHADER_RESOURCE_DATA_UINT:
592 return WINED3D_DATA_UINT;
593 case VKD3D_SHADER_RESOURCE_DATA_FLOAT:
594 return WINED3D_DATA_FLOAT;
595 default:
596 FIXME("Unhandled resource data type %#x.\n", t);
597 return WINED3D_DATA_FLOAT;
601 static bool shader_spirv_resource_bindings_init(struct shader_spirv_resource_bindings *bindings,
602 struct wined3d_shader_resource_bindings *wined3d_bindings,
603 const struct wined3d_state *state, uint32_t shader_mask)
605 struct vkd3d_shader_scan_descriptor_info *descriptor_info;
606 enum wined3d_shader_descriptor_type wined3d_type;
607 enum vkd3d_shader_visibility shader_visibility;
608 enum wined3d_shader_type shader_type;
609 VkDescriptorType vk_descriptor_type;
610 VkShaderStageFlagBits vk_stage;
611 struct wined3d_shader *shader;
612 size_t binding_idx;
613 unsigned int i;
615 bindings->binding_count = 0;
616 bindings->uav_counter_count = 0;
617 bindings->vk_binding_count = 0;
618 bindings->so_stage = WINED3D_SHADER_TYPE_GEOMETRY;
619 wined3d_bindings->count = 0;
621 for (shader_type = 0; shader_type < WINED3D_SHADER_TYPE_COUNT; ++shader_type)
623 bindings->binding_base[shader_type] = bindings->vk_binding_count;
625 if (!(shader_mask & (1u << shader_type)) || !(shader = state->shader[shader_type]))
626 continue;
628 if (shader_type == WINED3D_SHADER_TYPE_COMPUTE)
630 descriptor_info = &((struct shader_spirv_compute_program_vk *)shader->backend_data)->descriptor_info;
632 else
634 descriptor_info = &((struct shader_spirv_graphics_program_vk *)shader->backend_data)->descriptor_info;
635 if (shader_type == WINED3D_SHADER_TYPE_GEOMETRY && !shader->function)
636 bindings->so_stage = WINED3D_SHADER_TYPE_VERTEX;
639 vk_stage = vk_shader_stage_from_wined3d(shader_type);
640 shader_visibility = vkd3d_shader_visibility_from_wined3d(shader_type);
642 for (i = 0; i < descriptor_info->descriptor_count; ++i)
644 struct vkd3d_shader_descriptor_info *d = &descriptor_info->descriptors[i];
645 uint32_t flags;
647 if (d->register_space)
649 WARN("Unsupported register space %u.\n", d->register_space);
650 return false;
653 if (d->resource_type == VKD3D_SHADER_RESOURCE_BUFFER)
654 flags = VKD3D_SHADER_BINDING_FLAG_BUFFER;
655 else
656 flags = VKD3D_SHADER_BINDING_FLAG_IMAGE;
658 vk_descriptor_type = vk_descriptor_type_from_vkd3d(d->type, d->resource_type);
659 if (!shader_spirv_resource_bindings_add_binding(bindings, d->type, vk_descriptor_type,
660 d->register_index, shader_visibility, vk_stage, flags, &binding_idx))
661 return false;
663 wined3d_type = wined3d_descriptor_type_from_vkd3d(d->type);
664 if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings, shader_type,
665 wined3d_type, d->register_index, wined3d_shader_resource_type_from_vkd3d(d->resource_type),
666 wined3d_data_type_from_vkd3d(d->resource_data_type), binding_idx))
667 return false;
669 if (d->type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV
670 && (d->flags & VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_COUNTER))
672 if (!shader_spirv_resource_bindings_add_uav_counter_binding(bindings,
673 d->register_index, shader_visibility, vk_stage, &binding_idx))
674 return false;
675 if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings,
676 shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER, d->register_index,
677 WINED3D_SHADER_RESOURCE_BUFFER, WINED3D_DATA_UINT, binding_idx))
678 return false;
683 return true;
686 static void shader_spirv_scan_shader(struct wined3d_shader *shader,
687 struct vkd3d_shader_scan_descriptor_info *descriptor_info)
689 struct vkd3d_shader_compile_info info;
690 char *messages;
691 int ret;
693 memset(descriptor_info, 0, sizeof(*descriptor_info));
694 descriptor_info->type = VKD3D_SHADER_STRUCTURE_TYPE_SCAN_DESCRIPTOR_INFO;
696 info.type = VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO;
697 info.next = descriptor_info;
698 info.source.code = shader->byte_code;
699 info.source.size = shader->byte_code_size;
700 info.source_type = VKD3D_SHADER_SOURCE_DXBC_TPF;
701 info.target_type = VKD3D_SHADER_TARGET_SPIRV_BINARY;
702 info.options = NULL;
703 info.option_count = 0;
704 info.log_level = VKD3D_SHADER_LOG_WARNING;
705 info.source_name = NULL;
707 if ((ret = vkd3d_shader_scan(&info, &messages)) < 0)
708 ERR("Failed to scan shader, ret %d.\n", ret);
709 if (messages && *messages && FIXME_ON(d3d_shader))
711 const char *ptr = messages;
712 const char *line;
714 FIXME("Shader log:\n");
715 while ((line = get_line(&ptr)))
717 FIXME(" %.*s", (int)(ptr - line), line);
719 FIXME("\n");
721 vkd3d_shader_free_messages(messages);
724 static void shader_spirv_precompile_compute(struct wined3d_shader *shader)
726 struct shader_spirv_compute_program_vk *program_vk;
728 if (!(program_vk = shader->backend_data))
730 if (!(program_vk = heap_alloc_zero(sizeof(*program_vk))))
731 ERR("Failed to allocate program.\n");
732 shader->backend_data = program_vk;
735 shader_spirv_scan_shader(shader, &program_vk->descriptor_info);
738 static void shader_spirv_precompile(void *shader_priv, struct wined3d_shader *shader)
740 struct shader_spirv_graphics_program_vk *program_vk;
742 TRACE("shader_priv %p, shader %p.\n", shader_priv, shader);
744 if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
746 shader_spirv_precompile_compute(shader);
747 return;
750 if (!(program_vk = shader->backend_data))
752 if (!(program_vk = heap_alloc_zero(sizeof(*program_vk))))
753 ERR("Failed to allocate program.\n");
754 shader->backend_data = program_vk;
757 shader_spirv_scan_shader(shader, &program_vk->descriptor_info);
760 static void shader_spirv_select(void *shader_priv, struct wined3d_context *context,
761 const struct wined3d_state *state)
763 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
764 struct shader_spirv_graphics_program_variant_vk *variant_vk;
765 struct shader_spirv_resource_bindings *bindings;
766 size_t binding_base[WINED3D_SHADER_TYPE_COUNT];
767 struct wined3d_pipeline_layout_vk *layout_vk;
768 struct shader_spirv_priv *priv = shader_priv;
769 enum wined3d_shader_type shader_type;
770 struct wined3d_shader *shader;
772 priv->vertex_pipe->vp_enable(context, !use_vs(state));
773 priv->fragment_pipe->fp_enable(context, !use_ps(state));
775 bindings = &priv->bindings;
776 memcpy(binding_base, bindings->binding_base, sizeof(bindings->binding_base));
777 if (!shader_spirv_resource_bindings_init(bindings, &context_vk->graphics.bindings,
778 state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE)))
780 ERR("Failed to initialise shader resource bindings.\n");
781 goto fail;
783 if (context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
784 context->shader_update_mask |= 1u << bindings->so_stage;
786 layout_vk = wined3d_context_vk_get_pipeline_layout(context_vk, bindings->vk_bindings, bindings->vk_binding_count);
787 context_vk->graphics.vk_set_layout = layout_vk->vk_set_layout;
788 context_vk->graphics.vk_pipeline_layout = layout_vk->vk_pipeline_layout;
790 for (shader_type = 0; shader_type < ARRAY_SIZE(context_vk->graphics.vk_modules); ++shader_type)
792 if (!(context->shader_update_mask & (1u << shader_type)) && (!context_vk->graphics.vk_modules[shader_type]
793 || binding_base[shader_type] == bindings->binding_base[shader_type]))
794 continue;
796 if (!(shader = state->shader[shader_type]) || !shader->function)
798 context_vk->graphics.vk_modules[shader_type] = VK_NULL_HANDLE;
799 continue;
802 if (!(variant_vk = shader_spirv_find_graphics_program_variant_vk(priv, context_vk, shader, state, bindings)))
803 goto fail;
804 context_vk->graphics.vk_modules[shader_type] = variant_vk->vk_module;
807 return;
809 fail:
810 context_vk->graphics.vk_set_layout = VK_NULL_HANDLE;
811 context_vk->graphics.vk_pipeline_layout = VK_NULL_HANDLE;
814 static void shader_spirv_select_compute(void *shader_priv,
815 struct wined3d_context *context, const struct wined3d_state *state)
817 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
818 struct shader_spirv_compute_program_vk *program;
819 struct shader_spirv_priv *priv = shader_priv;
820 struct wined3d_shader *shader;
822 if (!shader_spirv_resource_bindings_init(&priv->bindings,
823 &context_vk->compute.bindings, state, 1u << WINED3D_SHADER_TYPE_COMPUTE))
824 ERR("Failed to initialise shader resource bindings.\n");
826 if ((shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE]))
827 program = shader_spirv_find_compute_program_vk(priv, context_vk, shader, &priv->bindings);
828 else
829 program = NULL;
831 if (program)
833 context_vk->compute.vk_pipeline = program->vk_pipeline;
834 context_vk->compute.vk_set_layout = program->vk_set_layout;
835 context_vk->compute.vk_pipeline_layout = program->vk_pipeline_layout;
837 else
839 context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
840 context_vk->compute.vk_set_layout = VK_NULL_HANDLE;
841 context_vk->compute.vk_pipeline_layout = VK_NULL_HANDLE;
845 static void shader_spirv_disable(void *shader_priv, struct wined3d_context *context)
847 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
848 struct shader_spirv_priv *priv = shader_priv;
850 priv->vertex_pipe->vp_enable(context, false);
851 priv->fragment_pipe->fp_enable(context, false);
853 context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
854 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
855 | (1u << WINED3D_SHADER_TYPE_VERTEX)
856 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
857 | (1u << WINED3D_SHADER_TYPE_HULL)
858 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
859 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
862 static void shader_spirv_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
864 WARN("Not implemented.\n");
867 static void shader_spirv_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
869 WARN("Not implemented.\n");
872 static void shader_spirv_load_constants(void *shader_priv, struct wined3d_context *context,
873 const struct wined3d_state *state)
875 WARN("Not implemented.\n");
878 static void shader_spirv_invalidate_compute_program(struct wined3d_context_vk *context_vk,
879 const struct shader_spirv_compute_program_vk *program)
881 if (context_vk->compute.vk_pipeline == program->vk_pipeline)
883 context_vk->c.shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE);
884 context_vk->compute.vk_pipeline = VK_NULL_HANDLE;
888 static void shader_spirv_invalidate_contexts_compute_program(struct wined3d_device *device,
889 const struct shader_spirv_compute_program_vk *program)
891 unsigned int i;
893 for (i = 0; i < device->context_count; ++i)
895 shader_spirv_invalidate_compute_program(wined3d_context_vk(device->contexts[i]), program);
899 static void shader_spirv_invalidate_graphics_program_variant(struct wined3d_context_vk *context_vk,
900 const struct shader_spirv_graphics_program_variant_vk *variant)
902 enum wined3d_shader_type shader_type;
904 for (shader_type = 0; shader_type < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++shader_type)
906 if (context_vk->graphics.vk_modules[shader_type] != variant->vk_module)
907 continue;
909 context_vk->graphics.vk_modules[shader_type] = VK_NULL_HANDLE;
910 context_vk->c.shader_update_mask |= (1u << shader_type);
914 static void shader_spirv_invalidate_contexts_graphics_program_variant(struct wined3d_device *device,
915 const struct shader_spirv_graphics_program_variant_vk *variant)
917 unsigned int i;
919 for (i = 0; i < device->context_count; ++i)
921 shader_spirv_invalidate_graphics_program_variant(wined3d_context_vk(device->contexts[i]), variant);
925 static void shader_spirv_destroy_compute_vk(struct wined3d_shader *shader)
927 struct wined3d_device_vk *device_vk = wined3d_device_vk(shader->device);
928 struct shader_spirv_compute_program_vk *program = shader->backend_data;
929 struct wined3d_vk_info *vk_info = &device_vk->vk_info;
931 shader_spirv_invalidate_contexts_compute_program(&device_vk->d, program);
932 VK_CALL(vkDestroyPipeline(device_vk->vk_device, program->vk_pipeline, NULL));
933 VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL));
934 vkd3d_shader_free_scan_descriptor_info(&program->descriptor_info);
935 shader->backend_data = NULL;
936 heap_free(program);
939 static void shader_spirv_destroy(struct wined3d_shader *shader)
941 struct wined3d_device_vk *device_vk = wined3d_device_vk(shader->device);
942 struct shader_spirv_graphics_program_variant_vk *variant_vk;
943 struct wined3d_vk_info *vk_info = &device_vk->vk_info;
944 struct shader_spirv_graphics_program_vk *program_vk;
945 size_t i;
947 if (!shader->backend_data)
948 return;
950 if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE)
952 shader_spirv_destroy_compute_vk(shader);
953 return;
956 program_vk = shader->backend_data;
957 for (i = 0; i < program_vk->variant_count; ++i)
959 variant_vk = &program_vk->variants[i];
960 shader_spirv_invalidate_contexts_graphics_program_variant(&device_vk->d, variant_vk);
961 VK_CALL(vkDestroyShaderModule(device_vk->vk_device, variant_vk->vk_module, NULL));
963 heap_free(program_vk->variants);
964 vkd3d_shader_free_scan_descriptor_info(&program_vk->descriptor_info);
966 shader->backend_data = NULL;
967 heap_free(program_vk);
970 static HRESULT shader_spirv_alloc(struct wined3d_device *device,
971 const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct wined3d_fragment_pipe_ops *fragment_pipe)
973 struct fragment_caps fragment_caps;
974 void *vertex_priv, *fragment_priv;
975 struct shader_spirv_priv *priv;
977 if (!(priv = heap_alloc(sizeof(*priv))))
978 return E_OUTOFMEMORY;
980 if (!(vertex_priv = vertex_pipe->vp_alloc(&spirv_shader_backend_vk, priv)))
982 ERR("Failed to initialise vertex pipe.\n");
983 heap_free(priv);
984 return E_FAIL;
987 if (!(fragment_priv = fragment_pipe->alloc_private(&spirv_shader_backend_vk, priv)))
989 ERR("Failed to initialise fragment pipe.\n");
990 vertex_pipe->vp_free(device, NULL);
991 heap_free(priv);
992 return E_FAIL;
995 priv->vertex_pipe = vertex_pipe;
996 priv->fragment_pipe = fragment_pipe;
997 fragment_pipe->get_caps(device->adapter, &fragment_caps);
998 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
999 memset(&priv->bindings, 0, sizeof(priv->bindings));
1001 device->vertex_priv = vertex_priv;
1002 device->fragment_priv = fragment_priv;
1003 device->shader_priv = priv;
1005 return WINED3D_OK;
1008 static void shader_spirv_free(struct wined3d_device *device, struct wined3d_context *context)
1010 struct shader_spirv_priv *priv = device->shader_priv;
1012 shader_spirv_resource_bindings_cleanup(&priv->bindings);
1013 priv->fragment_pipe->free_private(device, context);
1014 priv->vertex_pipe->vp_free(device, context);
1015 heap_free(priv);
1018 static BOOL shader_spirv_allocate_context_data(struct wined3d_context *context)
1020 return TRUE;
1023 static void shader_spirv_free_context_data(struct wined3d_context *context)
1027 static void shader_spirv_init_context_state(struct wined3d_context *context)
1031 static void shader_spirv_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps)
1033 caps->vs_version = min(wined3d_settings.max_sm_vs, 5);
1034 caps->hs_version = min(wined3d_settings.max_sm_hs, 5);
1035 caps->ds_version = min(wined3d_settings.max_sm_ds, 5);
1036 caps->gs_version = min(wined3d_settings.max_sm_gs, 5);
1037 caps->ps_version = min(wined3d_settings.max_sm_ps, 5);
1038 caps->cs_version = min(wined3d_settings.max_sm_cs, 5);
1040 caps->vs_uniform_count = WINED3D_MAX_VS_CONSTS_F;
1041 caps->ps_uniform_count = WINED3D_MAX_PS_CONSTS_F;
1042 caps->ps_1x_max_value = FLT_MAX;
1043 caps->varying_count = 0;
1044 caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
1045 | WINED3D_SHADER_CAP_SRGB_WRITE
1046 | WINED3D_SHADER_CAP_FULL_FFP_VARYINGS;
1049 static BOOL shader_spirv_color_fixup_supported(struct color_fixup_desc fixup)
1051 return is_identity_fixup(fixup);
1054 static BOOL shader_spirv_has_ffp_proj_control(void *shader_priv)
1056 struct shader_spirv_priv *priv = shader_priv;
1058 return priv->ffp_proj_control;
1061 static uint64_t shader_spirv_compile(struct wined3d_context *context, const struct wined3d_shader_desc *shader_desc,
1062 enum wined3d_shader_type shader_type)
1064 struct shader_spirv_resource_bindings bindings = {0};
1065 return (uint64_t)shader_spirv_compile_shader(wined3d_context_vk(context), shader_desc, shader_type, NULL, &bindings, NULL);
1068 static const struct wined3d_shader_backend_ops spirv_shader_backend_vk =
1070 .shader_handle_instruction = shader_spirv_handle_instruction,
1071 .shader_precompile = shader_spirv_precompile,
1072 .shader_select = shader_spirv_select,
1073 .shader_select_compute = shader_spirv_select_compute,
1074 .shader_disable = shader_spirv_disable,
1075 .shader_update_float_vertex_constants = shader_spirv_update_float_vertex_constants,
1076 .shader_update_float_pixel_constants = shader_spirv_update_float_pixel_constants,
1077 .shader_load_constants = shader_spirv_load_constants,
1078 .shader_destroy = shader_spirv_destroy,
1079 .shader_alloc_private = shader_spirv_alloc,
1080 .shader_free_private = shader_spirv_free,
1081 .shader_allocate_context_data = shader_spirv_allocate_context_data,
1082 .shader_free_context_data = shader_spirv_free_context_data,
1083 .shader_init_context_state = shader_spirv_init_context_state,
1084 .shader_get_caps = shader_spirv_get_caps,
1085 .shader_color_fixup_supported = shader_spirv_color_fixup_supported,
1086 .shader_has_ffp_proj_control = shader_spirv_has_ffp_proj_control,
1087 .shader_compile = shader_spirv_compile,
1090 const struct wined3d_shader_backend_ops *wined3d_spirv_shader_backend_init_vk(void)
1092 return &spirv_shader_backend_vk;
1095 static void spirv_vertex_pipe_vk_vp_enable(const struct wined3d_context *context, BOOL enable)
1097 /* Nothing to do. */
1100 static void spirv_vertex_pipe_vk_vp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps)
1102 memset(caps, 0, sizeof(*caps));
1103 caps->xyzrhw = TRUE;
1104 caps->ffp_generic_attributes = TRUE;
1107 static uint32_t spirv_vertex_pipe_vk_vp_get_emul_mask(const struct wined3d_gl_info *gl_info)
1109 return 0;
1112 static void *spirv_vertex_pipe_vk_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
1114 if (shader_backend != &spirv_shader_backend_vk)
1116 FIXME("SPIR-V vertex pipe without SPIR-V shader backend not implemented.\n");
1117 return NULL;
1120 return shader_priv;
1123 static void spirv_vertex_pipe_vk_vp_free(struct wined3d_device *device, struct wined3d_context *context)
1125 /* Nothing to do. */
1128 static const struct wined3d_state_entry_template spirv_vertex_pipe_vk_vp_states[] =
1130 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), state_nop}},
1131 {STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_nop}},
1132 {STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_RENDER(WINED3D_RS_LIGHTING), state_nop}},
1133 {STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), state_nop}},
1134 {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), state_nop}},
1135 {STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_nop}},
1136 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_nop}},
1137 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), state_nop}},
1138 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), state_nop}},
1139 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), state_nop}},
1140 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), state_nop}},
1141 {STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_nop}},
1142 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), state_nop}},
1143 {STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE), state_nop}},
1144 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_nop}},
1145 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_nop}},
1146 {STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALE_A), state_nop}},
1147 {STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALE_B), state_nop}},
1148 {STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALE_C), state_nop}},
1149 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), state_nop}},
1150 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), state_nop}},
1151 {STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_RENDER(WINED3D_RS_TWEENFACTOR), state_nop}},
1152 {STATE_MATERIAL, {STATE_MATERIAL, state_nop}},
1153 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), state_nop}},
1154 {STATE_LIGHT_TYPE, {STATE_LIGHT_TYPE, state_nop}},
1155 {0}, /* Terminate */
1158 static const struct wined3d_vertex_pipe_ops spirv_vertex_pipe_vk =
1160 .vp_enable = spirv_vertex_pipe_vk_vp_enable,
1161 .vp_get_caps = spirv_vertex_pipe_vk_vp_get_caps,
1162 .vp_get_emul_mask = spirv_vertex_pipe_vk_vp_get_emul_mask,
1163 .vp_alloc = spirv_vertex_pipe_vk_vp_alloc,
1164 .vp_free = spirv_vertex_pipe_vk_vp_free,
1165 .vp_states = spirv_vertex_pipe_vk_vp_states,
1168 const struct wined3d_vertex_pipe_ops *wined3d_spirv_vertex_pipe_init_vk(void)
1170 return &spirv_vertex_pipe_vk;
1173 static void spirv_fragment_pipe_vk_fp_enable(const struct wined3d_context *context, BOOL enable)
1175 /* Nothing to do. */
1178 static void spirv_fragment_pipe_vk_fp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps)
1180 memset(caps, 0, sizeof(*caps));
1183 static uint32_t spirv_fragment_pipe_vk_fp_get_emul_mask(const struct wined3d_gl_info *gl_info)
1185 return 0;
1188 static void *spirv_fragment_pipe_vk_fp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
1190 if (shader_backend != &spirv_shader_backend_vk)
1192 FIXME("SPIR-V fragment pipe without SPIR-V shader backend not implemented.\n");
1193 return NULL;
1196 return shader_priv;
1199 static void spirv_fragment_pipe_vk_fp_free(struct wined3d_device *device, struct wined3d_context *context)
1201 /* Nothing to do. */
1204 static BOOL spirv_fragment_pipe_vk_fp_alloc_context_data(struct wined3d_context *context)
1206 return TRUE;
1209 static void spirv_fragment_pipe_vk_fp_free_context_data(struct wined3d_context *context)
1211 /* Nothing to do. */
1214 static const struct wined3d_state_entry_template spirv_fragment_pipe_vk_fp_states[] =
1216 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_nop}},
1217 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_nop}},
1218 {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAREF), state_nop}},
1219 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), state_nop}},
1220 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), state_nop}},
1221 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_nop}},
1222 {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), state_nop}},
1223 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), state_nop}},
1224 {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), state_nop}},
1225 {STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGEND), state_nop}},
1226 {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), state_nop}},
1227 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), state_nop}},
1228 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_nop}},
1229 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), state_nop}},
1230 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_nop}},
1231 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_nop}},
1232 {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, state_nop}},
1233 {STATE_COLOR_KEY, {STATE_COLOR_KEY, state_nop}},
1234 {0}, /* Terminate */
1237 static const struct wined3d_fragment_pipe_ops spirv_fragment_pipe_vk =
1239 .fp_enable = spirv_fragment_pipe_vk_fp_enable,
1240 .get_caps = spirv_fragment_pipe_vk_fp_get_caps,
1241 .get_emul_mask = spirv_fragment_pipe_vk_fp_get_emul_mask,
1242 .alloc_private = spirv_fragment_pipe_vk_fp_alloc,
1243 .free_private = spirv_fragment_pipe_vk_fp_free,
1244 .allocate_context_data = spirv_fragment_pipe_vk_fp_alloc_context_data,
1245 .free_context_data = spirv_fragment_pipe_vk_fp_free_context_data,
1246 .color_fixup_supported = shader_spirv_color_fixup_supported,
1247 .states = spirv_fragment_pipe_vk_fp_states,
1250 const struct wined3d_fragment_pipe_ops *wined3d_spirv_fragment_pipe_init_vk(void)
1252 return &spirv_fragment_pipe_vk;