/* * Copyright 2018 Henri Verbeet for CodeWeavers * Copyright 2019 Józef Kucia for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA */ #include "config.h" #include "wine/port.h" #include "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); static const struct wined3d_shader_backend_ops spirv_shader_backend_vk; struct shader_spirv_resource_bindings { VkDescriptorSetLayoutBinding *vk_bindings; SIZE_T vk_bindings_size, vk_binding_count; size_t binding_base[WINED3D_SHADER_TYPE_COUNT]; }; struct shader_spirv_priv { const struct wined3d_vertex_pipe_ops *vertex_pipe; const struct wined3d_fragment_pipe_ops *fragment_pipe; bool ffp_proj_control; struct shader_spirv_resource_bindings bindings; }; struct shader_spirv_compile_arguments { union { struct { uint32_t alpha_swizzle; unsigned int sample_count; } fs; struct { enum wined3d_tessellator_output_primitive output_primitive; enum wined3d_tessellator_partitioning partitioning; } tes; } u; }; struct shader_spirv_graphics_program_variant_vk { struct shader_spirv_compile_arguments compile_args; size_t binding_base; VkShaderModule vk_module; }; struct shader_spirv_graphics_program_vk { struct shader_spirv_graphics_program_variant_vk *variants; SIZE_T variants_size, variant_count; }; struct shader_spirv_compute_program_vk { VkShaderModule vk_module; VkPipeline vk_pipeline; VkPipelineLayout vk_pipeline_layout; VkDescriptorSetLayout vk_set_layout; }; static void shader_spirv_handle_instruction(const struct wined3d_shader_instruction *ins) { } static void shader_spirv_compile_arguments_init(struct shader_spirv_compile_arguments *args, const struct wined3d_context *context, const struct wined3d_shader *shader, const struct wined3d_state *state, unsigned int sample_count) { const struct wined3d_shader *hull_shader; struct wined3d_rendertarget_view *rtv; unsigned int i; memset(args, 0, sizeof(*args)); switch (shader->reg_maps.shader_version.type) { case WINED3D_SHADER_TYPE_DOMAIN: hull_shader = state->shader[WINED3D_SHADER_TYPE_HULL]; args->u.tes.output_primitive = hull_shader->u.hs.tessellator_output_primitive; if (args->u.tes.output_primitive == WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW) args->u.tes.output_primitive = WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW; else if (args->u.tes.output_primitive == WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW) args->u.tes.output_primitive = WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW; args->u.tes.partitioning = hull_shader->u.hs.tessellator_partitioning; break; case WINED3D_SHADER_TYPE_PIXEL: for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i) { if (!(rtv = state->fb.render_targets[i]) || rtv->format->id == WINED3DFMT_NULL) continue; if (rtv->format->id == WINED3DFMT_A8_UNORM && !is_identity_fixup(rtv->format->color_fixup)) args->u.fs.alpha_swizzle |= 1u << i; } args->u.fs.sample_count = sample_count; break; default: break; } } static VkShaderModule shader_spirv_compile(struct wined3d_context_vk *context_vk, struct wined3d_shader *shader, const struct shader_spirv_compile_arguments *args, const struct shader_spirv_resource_bindings *bindings) { FIXME("Not implemented.\n"); return VK_NULL_HANDLE; } static struct shader_spirv_graphics_program_variant_vk *shader_spirv_find_graphics_program_variant_vk( struct shader_spirv_priv *priv, struct wined3d_context_vk *context_vk, struct wined3d_shader *shader, const struct wined3d_state *state, const struct shader_spirv_resource_bindings *bindings) { size_t binding_base = bindings->binding_base[shader->reg_maps.shader_version.type]; struct shader_spirv_graphics_program_variant_vk *variant_vk; struct shader_spirv_graphics_program_vk *program_vk; struct shader_spirv_compile_arguments args; size_t variant_count, i; shader_spirv_compile_arguments_init(&args, &context_vk->c, shader, state, context_vk->sample_count); if (!(program_vk = shader->backend_data)) { if (!(program_vk = heap_alloc_zero(sizeof(*program_vk)))) return NULL; shader->backend_data = program_vk; } variant_count = program_vk->variant_count; for (i = 0; i < variant_count; ++i) { variant_vk = &program_vk->variants[i]; if (variant_vk->binding_base == binding_base && !memcmp(&variant_vk->compile_args, &args, sizeof(args))) return variant_vk; } if (!wined3d_array_reserve((void **)&program_vk->variants, &program_vk->variants_size, variant_count + 1, sizeof(*program_vk->variants))) return NULL; variant_vk = &program_vk->variants[variant_count]; variant_vk->compile_args = args; variant_vk->binding_base = binding_base; if (!(variant_vk->vk_module = shader_spirv_compile(context_vk, shader, &args, bindings))) return NULL; ++program_vk->variant_count; return variant_vk; } static struct shader_spirv_compute_program_vk *shader_spirv_find_compute_program_vk(struct shader_spirv_priv *priv, struct wined3d_context_vk *context_vk, struct wined3d_shader *shader, const struct shader_spirv_resource_bindings *bindings) { struct wined3d_device_vk *device_vk = wined3d_device_vk(context_vk->c.device); const struct wined3d_vk_info *vk_info = context_vk->vk_info; struct shader_spirv_compute_program_vk *program; struct wined3d_pipeline_layout_vk *layout; VkComputePipelineCreateInfo pipeline_info; VkResult vr; if ((program = shader->backend_data)) return program; if (!(program = heap_alloc(sizeof(*program)))) return NULL; if (!(program->vk_module = shader_spirv_compile(context_vk, shader, NULL, bindings))) { heap_free(program); return NULL; } if (!(layout = wined3d_context_vk_get_pipeline_layout(context_vk, bindings->vk_bindings, bindings->vk_binding_count))) { VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL)); heap_free(program); return NULL; } program->vk_set_layout = layout->vk_set_layout; program->vk_pipeline_layout = layout->vk_pipeline_layout; pipeline_info.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO; pipeline_info.pNext = NULL; pipeline_info.flags = 0; pipeline_info.stage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; pipeline_info.stage.pNext = NULL; pipeline_info.stage.flags = 0; pipeline_info.stage.stage = VK_SHADER_STAGE_COMPUTE_BIT; pipeline_info.stage.pName = "main"; pipeline_info.stage.pSpecializationInfo = NULL; pipeline_info.stage.module = program->vk_module; pipeline_info.layout = program->vk_pipeline_layout; pipeline_info.basePipelineHandle = VK_NULL_HANDLE; pipeline_info.basePipelineIndex = -1; if ((vr = VK_CALL(vkCreateComputePipelines(device_vk->vk_device, VK_NULL_HANDLE, 1, &pipeline_info, NULL, &program->vk_pipeline))) < 0) { ERR("Failed to create Vulkan compute pipeline, vr %s.\n", wined3d_debug_vkresult(vr)); VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL)); heap_free(program); return NULL; } shader->backend_data = program; return program; } static void shader_spirv_resource_bindings_cleanup(struct shader_spirv_resource_bindings *bindings) { heap_free(bindings->vk_bindings); } static bool shader_spirv_resource_bindings_add_binding(struct shader_spirv_resource_bindings *bindings, VkDescriptorType vk_type, VkShaderStageFlagBits vk_stage, size_t *binding_idx) { SIZE_T binding_count = bindings->vk_binding_count; VkDescriptorSetLayoutBinding *binding; if (!wined3d_array_reserve((void **)&bindings->vk_bindings, &bindings->vk_bindings_size, binding_count + 1, sizeof(*bindings->vk_bindings))) return false; *binding_idx = binding_count; binding = &bindings->vk_bindings[binding_count]; binding->binding = binding_count; binding->descriptorType = vk_type; binding->descriptorCount = 1; binding->stageFlags = vk_stage; binding->pImmutableSamplers = NULL; ++bindings->vk_binding_count; return true; } static bool wined3d_shader_resource_bindings_add_binding(struct wined3d_shader_resource_bindings *bindings, enum wined3d_shader_type shader_type, enum wined3d_shader_descriptor_type shader_descriptor_type, size_t resource_idx, enum wined3d_shader_resource_type resource_type, enum wined3d_data_type resource_data_type, size_t binding_idx) { struct wined3d_shader_resource_binding *binding; SIZE_T binding_count = bindings->count; if (!wined3d_array_reserve((void **)&bindings->bindings, &bindings->size, binding_count + 1, sizeof(*bindings->bindings))) return false; binding = &bindings->bindings[binding_count]; binding->shader_type = shader_type; binding->shader_descriptor_type = shader_descriptor_type; binding->resource_idx = resource_idx; binding->resource_type = resource_type; binding->resource_data_type = resource_data_type; binding->binding_idx = binding_idx; ++bindings->count; return true; } static bool shader_spirv_resource_bindings_init(struct shader_spirv_resource_bindings *bindings, struct wined3d_shader_resource_bindings *wined3d_bindings, const struct wined3d_state *state, uint32_t shader_mask) { const struct wined3d_shader_resource_info *resource_info; const struct wined3d_shader_reg_maps *reg_maps; enum wined3d_shader_type shader_type; VkDescriptorType vk_descriptor_type; size_t binding_idx, register_idx; VkShaderStageFlagBits vk_stage; struct wined3d_shader *shader; unsigned int i; uint32_t map; bindings->vk_binding_count = 0; wined3d_bindings->count = 0; for (shader_type = 0; shader_type < WINED3D_SHADER_TYPE_COUNT; ++shader_type) { bindings->binding_base[shader_type] = bindings->vk_binding_count; if (!(shader_mask & (1u << shader_type)) || !(shader = state->shader[shader_type])) continue; reg_maps = &shader->reg_maps; vk_stage = vk_shader_stage_from_wined3d(shader_type); map = reg_maps->cb_map; while (map) { register_idx = wined3d_bit_scan(&map); if (!shader_spirv_resource_bindings_add_binding(bindings, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, vk_stage, &binding_idx)) return false; if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings, shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_CBV, register_idx, WINED3D_SHADER_RESOURCE_BUFFER, WINED3D_DATA_UINT, binding_idx)) return false; } for (i = 0; i < ARRAY_SIZE(reg_maps->resource_map); ++i) { map = reg_maps->resource_map[i]; while (map) { register_idx = (i << 5) + wined3d_bit_scan(&map); resource_info = ®_maps->resource_info[register_idx]; if (resource_info->type == WINED3D_SHADER_RESOURCE_BUFFER) vk_descriptor_type = VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER; else vk_descriptor_type = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; if (!shader_spirv_resource_bindings_add_binding(bindings, vk_descriptor_type, vk_stage, &binding_idx)) return false; if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings, shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_SRV, register_idx, resource_info->type, resource_info->data_type, binding_idx)) return false; } } for (register_idx = 0; register_idx < ARRAY_SIZE(reg_maps->uav_resource_info); ++register_idx) { resource_info = ®_maps->uav_resource_info[register_idx]; if (resource_info->type == WINED3D_SHADER_RESOURCE_NONE) continue; if (resource_info->type == WINED3D_SHADER_RESOURCE_BUFFER) vk_descriptor_type = VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER; else vk_descriptor_type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE; if (!shader_spirv_resource_bindings_add_binding(bindings, vk_descriptor_type, vk_stage, &binding_idx)) return false; if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings, shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_UAV, register_idx, resource_info->type, resource_info->data_type, binding_idx)) return false; if (reg_maps->uav_counter_mask & (1u << register_idx)) { if (!shader_spirv_resource_bindings_add_binding(bindings, VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, vk_stage, &binding_idx)) return false; if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings, shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_UAV_COUNTER, register_idx, WINED3D_SHADER_RESOURCE_BUFFER, WINED3D_DATA_UINT, binding_idx)) return false; } } map = 0; for (i = 0; i < reg_maps->sampler_map.count; ++i) { if (reg_maps->sampler_map.entries[i].sampler_idx != WINED3D_SAMPLER_DEFAULT) map |= 1u << reg_maps->sampler_map.entries[i].sampler_idx; } while (map) { register_idx = wined3d_bit_scan(&map); if (!shader_spirv_resource_bindings_add_binding(bindings, VK_DESCRIPTOR_TYPE_SAMPLER, vk_stage, &binding_idx)) return false; if (!wined3d_shader_resource_bindings_add_binding(wined3d_bindings, shader_type, WINED3D_SHADER_DESCRIPTOR_TYPE_SAMPLER, register_idx, WINED3D_SHADER_RESOURCE_NONE, WINED3D_DATA_SAMPLER, binding_idx)) return false; } } return true; } static void shader_spirv_precompile(void *shader_priv, struct wined3d_shader *shader) { WARN("Not implemented.\n"); } static void shader_spirv_select(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { struct wined3d_context_vk *context_vk = wined3d_context_vk(context); struct shader_spirv_graphics_program_variant_vk *variant_vk; struct shader_spirv_resource_bindings *bindings; size_t binding_base[WINED3D_SHADER_TYPE_COUNT]; struct wined3d_pipeline_layout_vk *layout_vk; struct shader_spirv_priv *priv = shader_priv; enum wined3d_shader_type shader_type; struct wined3d_shader *shader; priv->vertex_pipe->vp_enable(context, !use_vs(state)); priv->fragment_pipe->fp_enable(context, !use_ps(state)); bindings = &priv->bindings; memcpy(binding_base, bindings->binding_base, sizeof(bindings)); if (!shader_spirv_resource_bindings_init(bindings, &context_vk->graphics.bindings, state, ~(1u << WINED3D_SHADER_TYPE_COMPUTE))) { ERR("Failed to initialise shader resource bindings.\n"); goto fail; } layout_vk = wined3d_context_vk_get_pipeline_layout(context_vk, bindings->vk_bindings, bindings->vk_binding_count); context_vk->graphics.vk_set_layout = layout_vk->vk_set_layout; context_vk->graphics.vk_pipeline_layout = layout_vk->vk_pipeline_layout; for (shader_type = 0; shader_type < ARRAY_SIZE(context_vk->graphics.vk_modules); ++shader_type) { if (!(context->shader_update_mask & (1u << shader_type)) && (!context_vk->graphics.vk_modules[shader_type] || binding_base[shader_type] == bindings->binding_base[shader_type])) continue; if (!(shader = state->shader[shader_type])) { context_vk->graphics.vk_modules[shader_type] = VK_NULL_HANDLE; continue; } if (!(variant_vk = shader_spirv_find_graphics_program_variant_vk(priv, context_vk, shader, state, bindings))) goto fail; context_vk->graphics.vk_modules[shader_type] = variant_vk->vk_module; } return; fail: context_vk->graphics.vk_set_layout = VK_NULL_HANDLE; context_vk->graphics.vk_pipeline_layout = VK_NULL_HANDLE; } static void shader_spirv_select_compute(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { struct wined3d_context_vk *context_vk = wined3d_context_vk(context); struct shader_spirv_compute_program_vk *program; struct shader_spirv_priv *priv = shader_priv; struct wined3d_shader *shader; if (!shader_spirv_resource_bindings_init(&priv->bindings, &context_vk->compute.bindings, state, 1u << WINED3D_SHADER_TYPE_COMPUTE)) ERR("Failed to initialise shader resource bindings.\n"); if ((shader = state->shader[WINED3D_SHADER_TYPE_COMPUTE])) program = shader_spirv_find_compute_program_vk(priv, context_vk, shader, &priv->bindings); else program = NULL; if (program) { context_vk->compute.vk_pipeline = program->vk_pipeline; context_vk->compute.vk_set_layout = program->vk_set_layout; context_vk->compute.vk_pipeline_layout = program->vk_pipeline_layout; } else { context_vk->compute.vk_pipeline = VK_NULL_HANDLE; context_vk->compute.vk_set_layout = VK_NULL_HANDLE; context_vk->compute.vk_pipeline_layout = VK_NULL_HANDLE; } } static void shader_spirv_disable(void *shader_priv, struct wined3d_context *context) { struct wined3d_context_vk *context_vk = wined3d_context_vk(context); struct shader_spirv_priv *priv = shader_priv; priv->vertex_pipe->vp_enable(context, false); priv->fragment_pipe->fp_enable(context, false); context_vk->compute.vk_pipeline = VK_NULL_HANDLE; context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL) | (1u << WINED3D_SHADER_TYPE_VERTEX) | (1u << WINED3D_SHADER_TYPE_GEOMETRY) | (1u << WINED3D_SHADER_TYPE_HULL) | (1u << WINED3D_SHADER_TYPE_DOMAIN) | (1u << WINED3D_SHADER_TYPE_COMPUTE); } static void shader_spirv_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count) { WARN("Not implemented.\n"); } static void shader_spirv_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count) { WARN("Not implemented.\n"); } static void shader_spirv_load_constants(void *shader_priv, struct wined3d_context *context, const struct wined3d_state *state) { WARN("Not implemented.\n"); } static void shader_spirv_invalidate_compute_program(struct wined3d_context_vk *context_vk, const struct shader_spirv_compute_program_vk *program) { if (context_vk->compute.vk_pipeline == program->vk_pipeline) { context_vk->c.shader_update_mask |= (1u << WINED3D_SHADER_TYPE_COMPUTE); context_vk->compute.vk_pipeline = VK_NULL_HANDLE; } } static void shader_spirv_invalidate_contexts_compute_program(struct wined3d_device *device, const struct shader_spirv_compute_program_vk *program) { unsigned int i; for (i = 0; i < device->context_count; ++i) { shader_spirv_invalidate_compute_program(wined3d_context_vk(device->contexts[i]), program); } } static void shader_spirv_invalidate_graphics_program_variant(struct wined3d_context_vk *context_vk, const struct shader_spirv_graphics_program_variant_vk *variant) { enum wined3d_shader_type shader_type; for (shader_type = 0; shader_type < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++shader_type) { if (context_vk->graphics.vk_modules[shader_type] != variant->vk_module) continue; context_vk->graphics.vk_modules[shader_type] = VK_NULL_HANDLE; context_vk->c.shader_update_mask |= (1u << shader_type); } } static void shader_spirv_invalidate_contexts_graphics_program_variant(struct wined3d_device *device, const struct shader_spirv_graphics_program_variant_vk *variant) { unsigned int i; for (i = 0; i < device->context_count; ++i) { shader_spirv_invalidate_graphics_program_variant(wined3d_context_vk(device->contexts[i]), variant); } } static void shader_spirv_destroy_compute_vk(struct wined3d_shader *shader) { struct wined3d_device_vk *device_vk = wined3d_device_vk(shader->device); struct shader_spirv_compute_program_vk *program = shader->backend_data; struct wined3d_vk_info *vk_info = &device_vk->vk_info; shader_spirv_invalidate_contexts_compute_program(&device_vk->d, program); VK_CALL(vkDestroyPipeline(device_vk->vk_device, program->vk_pipeline, NULL)); VK_CALL(vkDestroyShaderModule(device_vk->vk_device, program->vk_module, NULL)); shader->backend_data = NULL; heap_free(program); } static void shader_spirv_destroy(struct wined3d_shader *shader) { struct wined3d_device_vk *device_vk = wined3d_device_vk(shader->device); struct shader_spirv_graphics_program_variant_vk *variant_vk; struct wined3d_vk_info *vk_info = &device_vk->vk_info; struct shader_spirv_graphics_program_vk *program_vk; size_t i; if (!shader->backend_data) return; if (shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_COMPUTE) { shader_spirv_destroy_compute_vk(shader); return; } program_vk = shader->backend_data; for (i = 0; i < program_vk->variant_count; ++i) { variant_vk = &program_vk->variants[i]; shader_spirv_invalidate_contexts_graphics_program_variant(&device_vk->d, variant_vk); VK_CALL(vkDestroyShaderModule(device_vk->vk_device, variant_vk->vk_module, NULL)); } shader->backend_data = NULL; heap_free(program_vk); } static HRESULT shader_spirv_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe, const struct wined3d_fragment_pipe_ops *fragment_pipe) { struct fragment_caps fragment_caps; void *vertex_priv, *fragment_priv; struct shader_spirv_priv *priv; if (!(priv = heap_alloc(sizeof(*priv)))) return E_OUTOFMEMORY; if (!(vertex_priv = vertex_pipe->vp_alloc(&spirv_shader_backend_vk, priv))) { ERR("Failed to initialise vertex pipe.\n"); heap_free(priv); return E_FAIL; } if (!(fragment_priv = fragment_pipe->alloc_private(&spirv_shader_backend_vk, priv))) { ERR("Failed to initialise fragment pipe.\n"); vertex_pipe->vp_free(device, NULL); heap_free(priv); return E_FAIL; } priv->vertex_pipe = vertex_pipe; priv->fragment_pipe = fragment_pipe; fragment_pipe->get_caps(device->adapter, &fragment_caps); priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL; memset(&priv->bindings, 0, sizeof(priv->bindings)); device->vertex_priv = vertex_priv; device->fragment_priv = fragment_priv; device->shader_priv = priv; return WINED3D_OK; } static void shader_spirv_free(struct wined3d_device *device, struct wined3d_context *context) { struct shader_spirv_priv *priv = device->shader_priv; shader_spirv_resource_bindings_cleanup(&priv->bindings); priv->fragment_pipe->free_private(device, context); priv->vertex_pipe->vp_free(device, context); heap_free(priv); } static BOOL shader_spirv_allocate_context_data(struct wined3d_context *context) { return TRUE; } static void shader_spirv_free_context_data(struct wined3d_context *context) { } static void shader_spirv_init_context_state(struct wined3d_context *context) { } static void shader_spirv_get_caps(const struct wined3d_adapter *adapter, struct shader_caps *caps) { memset(caps, 0, sizeof(*caps)); } static BOOL shader_spirv_color_fixup_supported(struct color_fixup_desc fixup) { return is_identity_fixup(fixup); } static BOOL shader_spirv_has_ffp_proj_control(void *shader_priv) { struct shader_spirv_priv *priv = shader_priv; return priv->ffp_proj_control; } static const struct wined3d_shader_backend_ops spirv_shader_backend_vk = { .shader_handle_instruction = shader_spirv_handle_instruction, .shader_precompile = shader_spirv_precompile, .shader_select = shader_spirv_select, .shader_select_compute = shader_spirv_select_compute, .shader_disable = shader_spirv_disable, .shader_update_float_vertex_constants = shader_spirv_update_float_vertex_constants, .shader_update_float_pixel_constants = shader_spirv_update_float_pixel_constants, .shader_load_constants = shader_spirv_load_constants, .shader_destroy = shader_spirv_destroy, .shader_alloc_private = shader_spirv_alloc, .shader_free_private = shader_spirv_free, .shader_allocate_context_data = shader_spirv_allocate_context_data, .shader_free_context_data = shader_spirv_free_context_data, .shader_init_context_state = shader_spirv_init_context_state, .shader_get_caps = shader_spirv_get_caps, .shader_color_fixup_supported = shader_spirv_color_fixup_supported, .shader_has_ffp_proj_control = shader_spirv_has_ffp_proj_control, }; const struct wined3d_shader_backend_ops *wined3d_spirv_shader_backend_init_vk(void) { return &spirv_shader_backend_vk; } static void spirv_vertex_pipe_vk_vp_enable(const struct wined3d_context *context, BOOL enable) { /* Nothing to do. */ } static void spirv_vertex_pipe_vk_vp_get_caps(const struct wined3d_adapter *adapter, struct wined3d_vertex_caps *caps) { memset(caps, 0, sizeof(*caps)); } static uint32_t spirv_vertex_pipe_vk_vp_get_emul_mask(const struct wined3d_gl_info *gl_info) { return 0; } static void *spirv_vertex_pipe_vk_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) { if (shader_backend != &spirv_shader_backend_vk) { FIXME("SPIR-V vertex pipe without SPIR-V shader backend not implemented.\n"); return NULL; } return shader_priv; } static void spirv_vertex_pipe_vk_vp_free(struct wined3d_device *device, struct wined3d_context *context) { /* Nothing to do. */ } static const struct wined3d_state_entry_template spirv_vertex_pipe_vk_vp_states[] = { {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), state_nop}}, {STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_nop}}, {STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_RENDER(WINED3D_RS_LIGHTING), state_nop}}, {STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), state_nop}}, {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), state_nop}}, {STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_RENDER(WINED3D_RS_LOCALVIEWER), state_nop}}, {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), state_nop}}, {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), state_nop}}, {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), state_nop}}, {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), state_nop}}, {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), state_nop}}, {STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_RENDER(WINED3D_RS_VERTEXBLEND), state_nop}}, {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), state_nop}}, {STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE), state_nop}}, {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_nop}}, {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_nop}}, {STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALE_A), state_nop}}, {STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALE_B), state_nop}}, {STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALE_C), state_nop}}, {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), state_nop}}, {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), state_nop}}, {STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_RENDER(WINED3D_RS_TWEENFACTOR), state_nop}}, {STATE_MATERIAL, {STATE_MATERIAL, state_nop}}, {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), state_nop}}, {STATE_LIGHT_TYPE, {STATE_LIGHT_TYPE, state_nop}}, {0}, /* Terminate */ }; static const struct wined3d_vertex_pipe_ops spirv_vertex_pipe_vk = { .vp_enable = spirv_vertex_pipe_vk_vp_enable, .vp_get_caps = spirv_vertex_pipe_vk_vp_get_caps, .vp_get_emul_mask = spirv_vertex_pipe_vk_vp_get_emul_mask, .vp_alloc = spirv_vertex_pipe_vk_vp_alloc, .vp_free = spirv_vertex_pipe_vk_vp_free, .vp_states = spirv_vertex_pipe_vk_vp_states, }; const struct wined3d_vertex_pipe_ops *wined3d_spirv_vertex_pipe_init_vk(void) { return &spirv_vertex_pipe_vk; } static void spirv_fragment_pipe_vk_fp_enable(const struct wined3d_context *context, BOOL enable) { /* Nothing to do. */ } static void spirv_fragment_pipe_vk_fp_get_caps(const struct wined3d_adapter *adapter, struct fragment_caps *caps) { memset(caps, 0, sizeof(*caps)); } static uint32_t spirv_fragment_pipe_vk_fp_get_emul_mask(const struct wined3d_gl_info *gl_info) { return 0; } static void *spirv_fragment_pipe_vk_fp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv) { if (shader_backend != &spirv_shader_backend_vk) { FIXME("SPIR-V fragment pipe without SPIR-V shader backend not implemented.\n"); return NULL; } return shader_priv; } static void spirv_fragment_pipe_vk_fp_free(struct wined3d_device *device, struct wined3d_context *context) { /* Nothing to do. */ } static BOOL spirv_fragment_pipe_vk_fp_alloc_context_data(struct wined3d_context *context) { return TRUE; } static void spirv_fragment_pipe_vk_fp_free_context_data(struct wined3d_context *context) { /* Nothing to do. */ } static const struct wined3d_state_entry_template spirv_fragment_pipe_vk_fp_states[] = { {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_nop}}, {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), state_nop}}, {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAREF), state_nop}}, {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), state_nop}}, {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), state_nop}}, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_nop}}, {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), state_nop}}, {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), state_nop}}, {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), state_nop}}, {STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGEND), state_nop}}, {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), state_nop}}, {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), state_nop}}, {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), state_nop}}, {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), state_nop}}, {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_nop}}, {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_nop}}, {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, state_nop}}, {STATE_COLOR_KEY, {STATE_COLOR_KEY, state_nop}}, {0}, /* Terminate */ }; static const struct wined3d_fragment_pipe_ops spirv_fragment_pipe_vk = { .fp_enable = spirv_fragment_pipe_vk_fp_enable, .get_caps = spirv_fragment_pipe_vk_fp_get_caps, .get_emul_mask = spirv_fragment_pipe_vk_fp_get_emul_mask, .alloc_private = spirv_fragment_pipe_vk_fp_alloc, .free_private = spirv_fragment_pipe_vk_fp_free, .allocate_context_data = spirv_fragment_pipe_vk_fp_alloc_context_data, .free_context_data = spirv_fragment_pipe_vk_fp_free_context_data, .color_fixup_supported = shader_spirv_color_fixup_supported, .states = spirv_fragment_pipe_vk_fp_states, }; const struct wined3d_fragment_pipe_ops *wined3d_spirv_fragment_pipe_init_vk(void) { return &spirv_fragment_pipe_vk; }