mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-06 01:50:38 +00:00
Add function to patch amp. shader DXIL to feed from buffer
This commit is contained in:
@@ -660,6 +660,420 @@ static void AddDXILAmpShaderPayloadStores(const DXBC::DXBCContainer *dxbc, uint3
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}
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}
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static void ConvertToFixedDXILAmpFeeder(const DXBC::DXBCContainer *dxbc, uint32_t space,
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rdcfixedarray<uint32_t, 3> dispatchDim, bytebuf &editedBlob)
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{
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using namespace DXIL;
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ProgramEditor editor(dxbc, editedBlob);
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bool isShaderModel6_6OrAbove =
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dxbc->m_Version.Major > 6 || (dxbc->m_Version.Major == 6 && dxbc->m_Version.Minor >= 6);
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const Type *i32 = editor.GetInt32Type();
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const Type *i8 = editor.GetInt8Type();
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const Type *i1 = editor.GetBoolType();
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const Type *voidType = editor.GetVoidType();
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const Type *handleType = editor.CreateNamedStructType(
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"dx.types.Handle", {editor.CreatePointerType(i8, Type::PointerAddrSpace::Default)});
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// this function is named differently based on the payload struct name, so search by prefix, we
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// expect the actual type to be the same as we're just modifying the payload in place
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const Function *dispatchMesh = editor.GetFunctionByPrefix("dx.op.dispatchMesh");
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const Function *createHandle = NULL;
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const Function *createHandleFromBinding = NULL;
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const Function *annotateHandle = NULL;
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// reading from a binding uses a different function in SM6.6+
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if(isShaderModel6_6OrAbove)
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{
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const Type *resBindType = editor.CreateNamedStructType("dx.types.ResBind", {i32, i32, i32, i8});
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createHandleFromBinding = editor.DeclareFunction("dx.op.createHandleFromBinding", handleType,
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{i32, resBindType, i32, i1},
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Attribute::NoUnwind | Attribute::ReadNone);
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const Type *resourcePropertiesType =
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editor.CreateNamedStructType("dx.types.ResourceProperties", {i32, i32});
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annotateHandle = editor.DeclareFunction("dx.op.annotateHandle", handleType,
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{i32, handleType, resourcePropertiesType},
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Attribute::NoUnwind | Attribute::ReadNone);
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}
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else if(!createHandle && !isShaderModel6_6OrAbove)
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{
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createHandle = editor.DeclareFunction("dx.op.createHandle", handleType, {i32, i8, i32, i32, i1},
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Attribute::NoUnwind | Attribute::ReadNone);
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}
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const Function *groupId = editor.DeclareFunction("dx.op.groupId.i32", i32, {i32, i32},
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Attribute::NoUnwind | Attribute::ReadNone);
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const Type *resRet_i32 =
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editor.CreateNamedStructType("dx.types.ResRet.i32", {i32, i32, i32, i32, i32});
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const Function *rawBufferLoad = editor.DeclareFunction("dx.op.rawBufferLoad.i32", resRet_i32,
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{i32, handleType, i32, i32, i8, i32},
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Attribute::NoUnwind | Attribute::ReadOnly);
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// declare the resource, this happens purely in metadata but we need to store the slot
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uint32_t regSlot = 0;
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Metadata *reslist = NULL;
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{
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const Type *rw = editor.CreateNamedStructType("struct.RWByteAddressBuffer", {i32});
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const Type *rwptr = editor.CreatePointerType(rw, Type::PointerAddrSpace::Default);
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Metadata *resources = editor.CreateNamedMetadata("dx.resources");
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if(resources->children.empty())
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resources->children.push_back(editor.CreateMetadata());
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reslist = resources->children[0];
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if(reslist->children.empty())
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reslist->children.resize(4);
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Metadata *uavs = reslist->children[1];
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// if there isn't a UAV list, create an empty one so we can add our own
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if(!uavs)
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uavs = reslist->children[1] = editor.CreateMetadata();
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for(size_t i = 0; i < uavs->children.size(); i++)
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{
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// each UAV child should have a fixed format, [0] is the reg ID and I think this should always
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// be == the index
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const Metadata *uav = uavs->children[i];
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const Constant *slot = cast<Constant>(uav->children[(size_t)ResField::ID]->value);
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if(!slot)
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{
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RDCWARN("Unexpected non-constant slot ID in UAV");
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continue;
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}
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RDCASSERT(slot->getU32() == i);
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uint32_t id = slot->getU32();
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regSlot = RDCMAX(id + 1, regSlot);
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}
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Constant rwundef;
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rwundef.type = rwptr;
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rwundef.setUndef(true);
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// create the new UAV record
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Metadata *uav = editor.CreateMetadata();
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uav->children = {
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editor.CreateConstantMetadata(regSlot),
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editor.CreateConstantMetadata(editor.CreateConstant(rwundef)),
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editor.CreateConstantMetadata(""),
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editor.CreateConstantMetadata(space),
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editor.CreateConstantMetadata(1U), // reg base
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editor.CreateConstantMetadata(1U), // reg count
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editor.CreateConstantMetadata(uint32_t(ResourceKind::RawBuffer)), // shape
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editor.CreateConstantMetadata(false), // globally coherent
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editor.CreateConstantMetadata(false), // hidden counter
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editor.CreateConstantMetadata(false), // raster order
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NULL, // UAV tags
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};
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uavs->children.push_back(uav);
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}
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uint32_t payloadSize = 0;
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rdcstr entryName;
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// add the entry point tags
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{
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Metadata *entryPoints = editor.GetMetadataByName("dx.entryPoints");
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if(!entryPoints)
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{
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RDCERR("Couldn't find entry point list");
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return;
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}
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// TODO select the entry point for multiple entry points? RT only for now
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Metadata *entry = entryPoints->children[0];
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entryName = entry->children[1]->str;
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Metadata *taglist = entry->children[4];
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if(!taglist)
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taglist = entry->children[4] = editor.CreateMetadata();
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// find existing shader flags tag, if there is one
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Metadata *shaderFlagsTag = NULL;
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Metadata *shaderFlagsData = NULL;
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Metadata *ampData = NULL;
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size_t flagsIndex = 0;
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for(size_t t = 0; taglist && t < taglist->children.size(); t += 2)
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{
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RDCASSERT(taglist->children[t]->isConstant);
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if(cast<Constant>(taglist->children[t]->value)->getU32() ==
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(uint32_t)ShaderEntryTag::ShaderFlags)
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{
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shaderFlagsTag = taglist->children[t];
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shaderFlagsData = taglist->children[t + 1];
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flagsIndex = t + 1;
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}
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else if(cast<Constant>(taglist->children[t]->value)->getU32() ==
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(uint32_t)ShaderEntryTag::Amplification)
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{
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ampData = taglist->children[t + 1];
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}
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}
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uint32_t shaderFlagsValue =
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shaderFlagsData ? cast<Constant>(shaderFlagsData->value)->getU32() : 0U;
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// raw and structured buffers
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shaderFlagsValue |= 0x10;
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// UAVs on non-PS/CS stages
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shaderFlagsValue |= 0x10000;
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// REMOVE wave ops flag as we don't use it but the original shader might have. DXIL requires
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// flags to be strictly minimum :(
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shaderFlagsValue &= ~0x80000;
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// (re-)create shader flags tag
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Type *i64 = editor.CreateScalarType(Type::Int, 64);
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shaderFlagsData =
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editor.CreateConstantMetadata(editor.CreateConstant(Constant(i64, shaderFlagsValue)));
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// shaderFlagsData = editor.CreateConstantMetadata(shaderFlagsValue);
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// if we didn't have a shader tags entry at all, create the metadata node for the shader flags
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// tag
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if(!shaderFlagsTag)
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shaderFlagsTag = editor.CreateConstantMetadata((uint32_t)ShaderEntryTag::ShaderFlags);
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// if we had a tag already, we can just re-use that tag node and replace the data node.
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// Otherwise we need to add both, and we insert them first
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if(flagsIndex)
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{
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taglist->children[flagsIndex] = shaderFlagsData;
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}
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else
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{
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taglist->children.insert(0, shaderFlagsTag);
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taglist->children.insert(1, shaderFlagsData);
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}
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// set reslist and taglist in case they were null before
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entry->children[3] = reslist;
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entry->children[4] = taglist;
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// we must have found an amplification tag. Patch the number of threads and payload size here
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ampData->children[0] = editor.CreateMetadata();
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ampData->children[0]->children.push_back(editor.CreateConstantMetadata((uint32_t)1));
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ampData->children[0]->children.push_back(editor.CreateConstantMetadata((uint32_t)1));
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ampData->children[0]->children.push_back(editor.CreateConstantMetadata((uint32_t)1));
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payloadSize = cast<Constant>(ampData->children[1]->value)->getU32();
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// add room for our dimensions + offset
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ampData->children[1] = editor.CreateConstantMetadata(payloadSize + 16);
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}
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// get the editor to patch PSV0 with our extra UAV
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editor.RegisterUAV(DXILResourceType::ByteAddressUAV, space, 1, 1, ResourceKind::RawBuffer);
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uint32_t dim[] = {1, 1, 1};
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editor.SetNumThreads(dim);
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editor.SetASPayloadSize(payloadSize + 16);
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// remove some flags that will no longer be valid
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editor.PatchGlobalShaderFlags(
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[](DXBC::GlobalShaderFlags &flags) { flags &= ~DXBC::GlobalShaderFlags::WaveOps; });
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Function *f = editor.GetFunctionByName(entryName);
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if(!f)
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{
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RDCERR("Couldn't find entry point function '%s'", entryName.c_str());
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return;
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}
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// find the dispatchMesh call, and from there the global groupshared variable that's the payload
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GlobalVar *payloadVariable = NULL;
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Type *payloadType = NULL;
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for(size_t i = 0; i < f->instructions.size(); i++)
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{
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const Instruction &inst = *f->instructions[i];
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if(inst.op == Operation::Call && inst.getFuncCall()->name == dispatchMesh->name)
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{
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if(inst.args.size() != 5)
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{
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RDCERR("Unexpected number of arguments to dispatchMesh");
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continue;
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}
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payloadVariable = cast<GlobalVar>(inst.args[4]);
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if(!payloadVariable)
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{
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RDCERR("Unexpected non-variable payload argument to dispatchMesh");
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continue;
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}
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payloadType = (Type *)payloadVariable->type;
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RDCASSERT(payloadType->type == Type::Pointer);
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payloadType = (Type *)payloadType->inner;
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break;
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}
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}
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// add the dimensions and offset to the payload type, at the end so we don't have to patch any
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// GEPs in future. We'll swizzle these to the start when copying to/from buffers still
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RDCASSERT(payloadType && payloadType->type == Type::Struct);
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payloadType->members.append({i32, i32, i32, i32});
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// recreate the function with our own instructions
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f->instructions.clear();
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f->blocks.resize(1);
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// create our handle first thing
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Constant *annotateConstant = NULL;
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Instruction *handle = NULL;
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if(createHandle)
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{
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RDCASSERT(!isShaderModel6_6OrAbove);
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handle = editor.AddInstruction(
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f, editor.CreateInstruction(createHandle, DXOp::createHandle,
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{
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// kind = UAV
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editor.CreateConstant((uint8_t)HandleKind::UAV),
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// ID/slot
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editor.CreateConstant(regSlot),
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// register
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editor.CreateConstant(1U),
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// non-uniform
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editor.CreateConstant(false),
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}));
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}
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else if(createHandleFromBinding)
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{
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RDCASSERT(isShaderModel6_6OrAbove);
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const Type *resBindType = editor.CreateNamedStructType("dx.types.ResBind", {});
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Constant *resBindConstant =
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editor.CreateConstant(resBindType, {
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// Lower id bound
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editor.CreateConstant(1U),
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// Upper id bound
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editor.CreateConstant(1U),
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// Space ID
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editor.CreateConstant(space),
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// kind = UAV
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editor.CreateConstant((uint8_t)HandleKind::UAV),
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});
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Instruction *unannotatedHandle = editor.AddInstruction(
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f, editor.CreateInstruction(createHandleFromBinding, DXOp::createHandleFromBinding,
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{
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// resBind
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resBindConstant,
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// ID/slot
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editor.CreateConstant(1U),
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// non-uniform
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editor.CreateConstant(false),
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}));
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annotateConstant = editor.CreateConstant(
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editor.CreateNamedStructType("dx.types.ResourceProperties", {}),
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{
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// IsUav : (1 << 12)
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editor.CreateConstant(uint32_t((1 << 12) | (uint32_t)ResourceKind::RawBuffer)),
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//
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editor.CreateConstant(0U),
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});
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handle = editor.AddInstruction(f, editor.CreateInstruction(annotateHandle, DXOp::annotateHandle,
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{
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// Resource handle
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unannotatedHandle,
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// Resource properties
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annotateConstant,
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}));
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}
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RDCASSERT(handle);
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Constant *i32_0 = editor.CreateConstant(0U);
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Constant *i32_1 = editor.CreateConstant(1U);
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Constant *i32_2 = editor.CreateConstant(2U);
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Constant *i32_4 = editor.CreateConstant(4U);
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// get our output location from group ID
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Instruction *groupX =
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editor.AddInstruction(f, editor.CreateInstruction(groupId, DXOp::groupId, {i32_0}));
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Instruction *groupY =
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editor.AddInstruction(f, editor.CreateInstruction(groupId, DXOp::groupId, {i32_1}));
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Instruction *groupZ =
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editor.AddInstruction(f, editor.CreateInstruction(groupId, DXOp::groupId, {i32_2}));
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// linearise it based on the number of dispatches
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Instruction *groupYMul = editor.AddInstruction(
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f, editor.CreateInstruction(Operation::Mul, i32,
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{groupY, editor.CreateConstant(dispatchDim[0])}));
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Instruction *groupZMul = editor.AddInstruction(
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f, editor.CreateInstruction(Operation::Mul, i32,
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{groupZ, editor.CreateConstant(dispatchDim[0] * dispatchDim[1])}));
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Instruction *groupYZAdd = editor.AddInstruction(
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f, editor.CreateInstruction(Operation::Add, i32, {groupYMul, groupZMul}));
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Instruction *flatIndex =
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editor.AddInstruction(f, editor.CreateInstruction(Operation::Add, i32, {groupX, groupYZAdd}));
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Instruction *baseOffset = editor.AddInstruction(
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f, editor.CreateInstruction(Operation::Mul, i32,
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{flatIndex, editor.CreateConstant(payloadSize + 16)}));
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Instruction *dimAndOffset = editor.AddInstruction(
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f, editor.CreateInstruction(rawBufferLoad, DXOp::rawBufferLoad,
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{handle, baseOffset, editor.CreateUndef(i32),
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editor.CreateConstant((uint8_t)0xf), i32_4}));
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Instruction *dimX =
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editor.AddInstruction(f, editor.CreateInstruction(Operation::ExtractVal, i32,
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{dimAndOffset, editor.CreateLiteral(0)}));
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Instruction *dimY =
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editor.AddInstruction(f, editor.CreateInstruction(Operation::ExtractVal, i32,
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{dimAndOffset, editor.CreateLiteral(1)}));
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Instruction *dimZ =
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editor.AddInstruction(f, editor.CreateInstruction(Operation::ExtractVal, i32,
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{dimAndOffset, editor.CreateLiteral(2)}));
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Instruction *offset =
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editor.AddInstruction(f, editor.CreateInstruction(Operation::ExtractVal, i32,
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{dimAndOffset, editor.CreateLiteral(3)}));
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size_t curInst = f->instructions.size();
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// start at 16 bytes, to account for our own data
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uint32_t uavByteOffset = 16;
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for(uint32_t i = 0; i < payloadType->members.size() - 4; i++)
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{
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PayloadBufferCopy(BufferToPayload, editor, f, curInst, baseOffset, handle,
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payloadType->members[i], uavByteOffset,
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{payloadVariable, i32_0, editor.CreateConstant(i)});
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}
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for(size_t i = 0; i < 4; i++)
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{
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Value *srcs[] = {dimX, dimY, dimZ, offset};
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Constant *dst = editor.CreateConstantGEP(
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editor.GetPointerType(i32, payloadVariable->type->addrSpace),
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{payloadVariable, i32_0,
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editor.CreateConstant(uint32_t(payloadType->members.size() - 4 + i))});
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DXIL::Instruction *store = editor.CreateInstruction(Operation::Store);
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store->type = voidType;
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store->op = Operation::Store;
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store->align = 4;
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store->args = {dst, srcs[i]};
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editor.AddInstruction(f, store);
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}
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editor.AddInstruction(f, editor.CreateInstruction(dispatchMesh, DXOp::dispatchMesh,
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{dimX, dimY, dimZ, payloadVariable}));
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editor.AddInstruction(f, editor.CreateInstruction(Operation::Ret, voidType, {}));
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}
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bool D3D12Replay::CreateSOBuffers()
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{
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HRESULT hr = S_OK;
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@@ -780,6 +1194,7 @@ void D3D12Replay::ClearPostVSCache()
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{
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// temporary to avoid a warning
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(void)&AddDXILAmpShaderPayloadStores;
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(void)&ConvertToFixedDXILAmpFeeder;
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for(auto it = m_PostVSData.begin(); it != m_PostVSData.end(); ++it)
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{
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