From: Henri Verbeet Subject: Re: [PATCH vkd3d 5/9] vkd3d-shader: Translate global float64 flags. Message-Id: Date: Tue, 15 Jun 2021 23:53:48 +0200 In-Reply-To: <20210614032643.14994-5-cmccarthy@codeweavers.com> References: <20210614032643.14994-1-cmccarthy@codeweavers.com> <20210614032643.14994-5-cmccarthy@codeweavers.com> On Mon, 14 Jun 2021 at 05:27, Conor McCarthy wrote: > diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c > index d5152a38..c2826445 100644 > --- a/libs/vkd3d-shader/spirv.c > +++ b/libs/vkd3d-shader/spirv.c > @@ -335,6 +335,7 @@ struct vkd3d_spirv_builder > uint64_t capability_mask; > uint64_t capability_draw_parameters : 1; > uint64_t capability_demote_to_helper_invocation : 1; > + uint64_t capability_float_64 : 1; > uint32_t ext_instr_set_glsl_450; > uint32_t invocation_count; > SpvExecutionModel execution_model; > @@ -385,6 +386,10 @@ static void vkd3d_spirv_enable_capability(struct vkd3d_spirv_builder *builder, > { > builder->capability_demote_to_helper_invocation = 1; > } > + else if (cap == SpvCapabilityFloat64) > + { > + builder->capability_float_64 = 1; > + } This is dead code; SpvCapabilityFloat64 is one of the capabilities < 64, so we'll use the "capability_mask" field, and never set "capability_float_64". If it did get set, we'd need a corresponding vkd3d_spirv_build_op_capability() call in vkd3d_spirv_compile_module(). > diff --git a/libs/vkd3d-shader/trace.c b/libs/vkd3d-shader/trace.c > index 859c428c..dd12b896 100644 > --- a/libs/vkd3d-shader/trace.c > +++ b/libs/vkd3d-shader/trace.c > @@ -368,6 +368,8 @@ static void shader_dump_global_flags(struct vkd3d_d3d_asm_compiler *compiler, ui > {VKD3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS, "enableRawAndStructuredBuffers"}, > {VKD3DSGF_ENABLE_MINIMUM_PRECISION, "enableMinimumPrecision"}, > {VKD3DSGF_SKIP_OPTIMIZATION, "skipOptimization"}, > + {VKD3DSGF_ENABLE_DOUBLE_PRECISION_FLOAT_OPS, "enableDoublePrecisionFloatOps"}, > + {VKD3DSGF_ENABLE_11_1_DOUBLE_EXTENSIONS, "enable11_1DoubleExtensions"}, > }; > > for (i = 0; i < ARRAY_SIZE(global_flag_info); ++i) > diff --git a/libs/vkd3d-shader/vkd3d_shader_private.h b/libs/vkd3d-shader/vkd3d_shader_private.h > index f56ca183..f7a3c60e 100644 > --- a/libs/vkd3d-shader/vkd3d_shader_private.h > +++ b/libs/vkd3d-shader/vkd3d_shader_private.h > @@ -485,10 +485,12 @@ enum vkd3d_shader_interpolation_mode > enum vkd3d_shader_global_flags > { > VKD3DSGF_REFACTORING_ALLOWED = 0x01, > + VKD3DSGF_ENABLE_DOUBLE_PRECISION_FLOAT_OPS = 0x02, > VKD3DSGF_FORCE_EARLY_DEPTH_STENCIL = 0x04, > VKD3DSGF_ENABLE_RAW_AND_STRUCTURED_BUFFERS = 0x08, > VKD3DSGF_SKIP_OPTIMIZATION = 0x10, > - VKD3DSGF_ENABLE_MINIMUM_PRECISION = 0x20 > + VKD3DSGF_ENABLE_MINIMUM_PRECISION = 0x20, > + VKD3DSGF_ENABLE_11_1_DOUBLE_EXTENSIONS = 0x40, > }; > It ends up being not so bad in this case, but as a matter of principle, this patch does three separate things: - Disassembler support for "enableDoublePrecisionFloatOps". - Disassembler support for "enable11_1DoubleExtensions". - Enabling SpvCapabilityFloat64 when either of those is set.