Make shader binary alignment handling simpler and more robust
Bonus: Also simplified the rounding to block size in image size calculations.
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@ -3246,10 +3246,7 @@ Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(Vec
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compressed_stages.push_back(zstd);
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uint32_t s = compressed_stages[i].size();
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if (s % 4 != 0) {
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s += 4 - (s % 4);
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}
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stages_binary_size += s;
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stages_binary_size += STEPIFY(s, 4);
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}
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CharString shader_name_utf = p_shader_name.utf8();
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@ -3259,10 +3256,7 @@ Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(Vec
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uint32_t total_size = sizeof(uint32_t) * 3; // Header + version + main datasize;.
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total_size += sizeof(ShaderBinary::Data);
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total_size += binary_data.shader_name_len;
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if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
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total_size += 4 - (binary_data.shader_name_len % 4);
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}
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total_size += STEPIFY(binary_data.shader_name_len, 4);
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for (int i = 0; i < sets_bindings.size(); i++) {
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total_size += sizeof(uint32_t);
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@ -3294,13 +3288,17 @@ Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(Vec
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memcpy(binptr + offset, &binary_data, sizeof(ShaderBinary::Data));
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offset += sizeof(ShaderBinary::Data);
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#define ADVANCE_OFFSET_WITH_ALIGNMENT(m_bytes) \
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{ \
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offset += m_bytes; \
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uint32_t padding = STEPIFY(m_bytes, 4) - m_bytes; \
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memset(binptr + offset, 0, padding); /* Avoid garbage data. */ \
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offset += padding; \
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}
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if (binary_data.shader_name_len > 0) {
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memcpy(binptr + offset, shader_name_utf.ptr(), binary_data.shader_name_len);
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offset += binary_data.shader_name_len;
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if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
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offset += 4 - (binary_data.shader_name_len % 4);
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}
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ADVANCE_OFFSET_WITH_ALIGNMENT(binary_data.shader_name_len);
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}
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for (int i = 0; i < sets_bindings.size(); i++) {
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@ -3326,14 +3324,7 @@ Vector<uint8_t> RenderingDeviceDriverD3D12::shader_compile_binary_from_spirv(Vec
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encode_uint32(zstd_size[i], binptr + offset);
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offset += sizeof(uint32_t);
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memcpy(binptr + offset, compressed_stages[i].ptr(), compressed_stages[i].size());
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uint32_t s = compressed_stages[i].size();
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if (s % 4 != 0) {
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s += 4 - (s % 4);
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}
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offset += s;
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ADVANCE_OFFSET_WITH_ALIGNMENT(compressed_stages[i].size());
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}
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memcpy(binptr + offset, root_sig_blob->GetBufferPointer(), root_sig_blob->GetBufferSize());
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@ -3382,10 +3373,7 @@ RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_bytecode(const Vect
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if (binary_data.shader_name_len) {
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r_name.parse_utf8((const char *)(binptr + read_offset), binary_data.shader_name_len);
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read_offset += binary_data.shader_name_len;
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if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
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read_offset += 4 - (binary_data.shader_name_len % 4);
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}
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read_offset += STEPIFY(binary_data.shader_name_len, 4);
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}
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r_shader_desc.uniform_sets.resize(binary_data.set_count);
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@ -3458,6 +3446,7 @@ RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_bytecode(const Vect
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for (uint32_t i = 0; i < binary_data.stage_count; i++) {
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ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) * 3 >= binsize, ShaderID());
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uint32_t stage = decode_uint32(binptr + read_offset);
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read_offset += sizeof(uint32_t);
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uint32_t dxil_size = decode_uint32(binptr + read_offset);
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@ -3472,13 +3461,9 @@ RDD::ShaderID RenderingDeviceDriverD3D12::shader_create_from_bytecode(const Vect
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ERR_FAIL_COND_V(dec_dxil_size != (int32_t)dxil_size, ShaderID());
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shader_info_in.stages_bytecode[ShaderStage(stage)] = dxil;
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if (zstd_size % 4 != 0) {
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zstd_size += 4 - (zstd_size % 4);
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}
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ERR_FAIL_COND_V(read_offset + zstd_size > binsize, ShaderID());
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zstd_size = STEPIFY(zstd_size, 4);
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read_offset += zstd_size;
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ERR_FAIL_COND_V(read_offset > binsize, ShaderID());
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}
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const uint8_t *root_sig_data_ptr = binptr + read_offset;
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@ -2957,10 +2957,7 @@ Vector<uint8_t> RenderingDeviceDriverVulkan::shader_compile_binary_from_spirv(Ve
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}
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}
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uint32_t s = compressed_stages[i].size();
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if (s % 4 != 0) {
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s += 4 - (s % 4);
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}
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stages_binary_size += s;
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stages_binary_size += STEPIFY(s, 4);
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}
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binary_data.specialization_constants_count = specialization_constants.size();
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@ -2974,11 +2971,7 @@ Vector<uint8_t> RenderingDeviceDriverVulkan::shader_compile_binary_from_spirv(Ve
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uint32_t total_size = sizeof(uint32_t) * 3; // Header + version + main datasize;.
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total_size += sizeof(ShaderBinary::Data);
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total_size += binary_data.shader_name_len;
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if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
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total_size += 4 - (binary_data.shader_name_len % 4);
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}
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total_size += STEPIFY(binary_data.shader_name_len, 4);
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for (int i = 0; i < uniforms.size(); i++) {
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total_size += sizeof(uint32_t);
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@ -3007,13 +3000,17 @@ Vector<uint8_t> RenderingDeviceDriverVulkan::shader_compile_binary_from_spirv(Ve
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memcpy(binptr + offset, &binary_data, sizeof(ShaderBinary::Data));
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offset += sizeof(ShaderBinary::Data);
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#define ADVANCE_OFFSET_WITH_ALIGNMENT(m_bytes) \
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{ \
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offset += m_bytes; \
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uint32_t padding = STEPIFY(m_bytes, 4) - m_bytes; \
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memset(binptr + offset, 0, padding); /* Avoid garbage data. */ \
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offset += padding; \
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}
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if (binary_data.shader_name_len > 0) {
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memcpy(binptr + offset, shader_name_utf.ptr(), binary_data.shader_name_len);
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offset += binary_data.shader_name_len;
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if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
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offset += 4 - (binary_data.shader_name_len % 4);
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}
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ADVANCE_OFFSET_WITH_ALIGNMENT(binary_data.shader_name_len);
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}
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for (int i = 0; i < uniforms.size(); i++) {
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@ -3039,14 +3036,7 @@ Vector<uint8_t> RenderingDeviceDriverVulkan::shader_compile_binary_from_spirv(Ve
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encode_uint32(zstd_size[i], binptr + offset);
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offset += sizeof(uint32_t);
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memcpy(binptr + offset, compressed_stages[i].ptr(), compressed_stages[i].size());
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uint32_t s = compressed_stages[i].size();
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if (s % 4 != 0) {
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s += 4 - (s % 4);
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}
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offset += s;
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ADVANCE_OFFSET_WITH_ALIGNMENT(compressed_stages[i].size());
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}
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DEV_ASSERT(offset == (uint32_t)ret.size());
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@ -3090,10 +3080,7 @@ RDD::ShaderID RenderingDeviceDriverVulkan::shader_create_from_bytecode(const Vec
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if (binary_data.shader_name_len) {
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r_name.parse_utf8((const char *)(binptr + read_offset), binary_data.shader_name_len);
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read_offset += binary_data.shader_name_len;
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if ((binary_data.shader_name_len % 4) != 0) { // Alignment rules are really strange.
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read_offset += 4 - (binary_data.shader_name_len % 4);
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}
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read_offset += STEPIFY(binary_data.shader_name_len, 4);
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}
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Vector<Vector<VkDescriptorSetLayoutBinding>> vk_set_bindings;
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@ -3192,6 +3179,7 @@ RDD::ShaderID RenderingDeviceDriverVulkan::shader_create_from_bytecode(const Vec
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for (uint32_t i = 0; i < binary_data.stage_count; i++) {
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ERR_FAIL_COND_V(read_offset + sizeof(uint32_t) * 3 >= binsize, ShaderID());
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uint32_t stage = decode_uint32(binptr + read_offset);
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read_offset += sizeof(uint32_t);
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uint32_t smolv_size = decode_uint32(binptr + read_offset);
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@ -3223,16 +3211,12 @@ RDD::ShaderID RenderingDeviceDriverVulkan::shader_create_from_bytecode(const Vec
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r_shader_desc.stages.set(i, ShaderStage(stage));
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if (buf_size % 4 != 0) {
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buf_size += 4 - (buf_size % 4);
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}
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DEV_ASSERT(read_offset + buf_size <= binsize);
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buf_size = STEPIFY(buf_size, 4);
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read_offset += buf_size;
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ERR_FAIL_COND_V(read_offset > binsize, ShaderID());
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}
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DEV_ASSERT(read_offset == binsize);
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ERR_FAIL_COND_V(read_offset != binsize, ShaderID());
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// Modules.
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@ -711,12 +711,13 @@ uint32_t RenderingDeviceCommons::get_image_format_required_size(DataFormat p_for
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uint32_t pixel_size = get_image_format_pixel_size(p_format);
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uint32_t pixel_rshift = get_compressed_image_format_pixel_rshift(p_format);
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uint32_t blockw, blockh;
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uint32_t blockw = 0;
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uint32_t blockh = 0;
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get_compressed_image_format_block_dimensions(p_format, blockw, blockh);
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for (uint32_t i = 0; i < p_mipmaps; i++) {
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uint32_t bw = w % blockw != 0 ? w + (blockw - w % blockw) : w;
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uint32_t bh = h % blockh != 0 ? h + (blockh - h % blockh) : h;
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uint32_t bw = STEPIFY(w, blockw);
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uint32_t bh = STEPIFY(h, blockh);
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uint32_t s = bw * bh;
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