5163 Commits

Author SHA1 Message Date
Elizabeth Figura
25c6d16b45 vkd3d-shader/hlsl: Use the casted value in exp(). 2025-01-28 13:14:50 +01:00
Elizabeth Figura
40c225095f vkd3d-utils: Fix matrix packing precedence in D3DCompile2VKD3D().
D3DCOMPILE_PACK_MATRIX_ROW_MAJOR takes precedence over
D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR.
2025-01-27 15:00:26 +01:00
Conor McCarthy
f63254d905 vkd3d-shader/dxil: Handle SV_RenderTargetArrayIndex. 2025-01-27 14:52:28 +01:00
Elizabeth Figura
d049ea640f vkd3d-shader/hlsl: Implement broadcasts in constant folding.
Normally lower_broadcasts() takes care of this, but loop unrolling executes before other constant passes.
2025-01-27 14:48:03 +01:00
Giovanni Mascellani
d36864500f vkd3d-common: Write a thread id in the log on macOS too. 2025-01-22 14:54:52 +01:00
Giovanni Mascellani
343022cdc1 vkd3d-shader/spirv: Interpret the write mask as a destination swizzle for double comparison operations.
This fixes a failure on a shader in Wild hearts.
2025-01-22 14:51:16 +01:00
Francisco Casas
4d18fb39b6 vkd3d-shader/hlsl: Don't forbid first base type cast on var assignments. 2025-01-22 14:46:02 +01:00
Francisco Casas
0a15ab702f vkd3d-shader/hlsl: Don't count cast to param type on IN as part of OUT var's lhs.
If the parameter is HLSL_STORAGE_IN, we add a cast from the arg to the
param type so that it can enter the function, however this cast should
not be considered part of the lhs on the implicit assignment that happens
if the var is also HLSL_STORAGE_OUT.
2025-01-22 14:39:20 +01:00
Francisco Casas
b55fe1950e vkd3d-shader/hlsl: Support non-size-changing lhs casts. 2025-01-22 14:38:10 +01:00
Francisco Casas
c2e224c5fb vkd3d-shader/hlsl: Delay lowering complex casts until after parse time.
While so far it has been posible to do this at parse time, this must
happen after knowing if the complex cast is on the lhs or not.

The modified tests show that before this patch we are currently
miscompiling when this happens, because a complex lhs cast is transformed
into a load, and add_assigment() just stores to the generated "cast"
temp.
2025-01-22 14:34:19 +01:00
Anna (navi) Figueiredo Gomes
c7b209124b vkd3d-shader/hlsl: Consider conversions across all parameters in function_compare().
For example, given two arguments, half3 and float, and two functions,
func(float, float) and func(float3, float3), fxc/d3dcompiler prefers to
widen both arguments to float3.
2025-01-22 14:18:54 +01:00
Giovanni Mascellani
5b2d62e59a vkd3d: Explicitly call the appropriate waiting function in the fence worker.
Avoid using an indirect call that makes the code less clear for no
real advantage.
2025-01-21 14:09:29 +01:00
Shaun Ren
f3f2880261 vkd3d-shader/d3d-asm: Print vocp registers with subscript. 2025-01-21 14:05:21 +01:00
Shaun Ren
a9d7c65eb8 vkd3d-shader/hlsl: Forbid declaring parameters as both out and const.
Note that inout const parameters are allowed.
2025-01-21 14:03:44 +01:00
Giovanni Mascellani
22d0841412 vkd3d: Support signalling a fence once all outstanding work is submitted to Vulkan.
When the client acquires the Vulkan queue it has to ensure that
it is not submitting work before other work it depends on already
submitted through the Direct3D 12 API but currently in the internal
vkd3d queue. Currently we suggest to enqueue signalling a fence and
than wait for it before acquiring the Vulkan queue, which is
correct but excessive: it will wait not just for the work currently
in the queue to be submitted, but for it to be executed too,
introducing useless dependencies.

By adding a way to enqueue signalling a fence on the CPU side we
allow the client to wait for the currently outstanding work to
be submitted to Vulkan, but nothing more.
2025-01-21 14:02:22 +01:00
Giovanni Mascellani
bdb8291f6c vkd3d: Release queued fences when stopping the fence worker. 2025-01-21 13:45:33 +01:00
Giovanni Mascellani
ed7a846e2e vkd3d: Only call d3d12_fence_garbage_collect_vk_semaphores_locked() when using binary semaphores.
The function is specific to binary semaphores, and will unconditionally
access the "u.binary" field of struct vkd3d_signaled_semaphore.
2025-01-21 13:45:27 +01:00
Shaun Ren
4fbfb44681 vkd3d-shader/spirv: Emit the tessellator domain for domain shaders.
Commit 1ed8d907b3998b847daa26154ca0261f55f0de23 inadvertently dropped
emitting the tessellator domain for domain shaders. Although Vulkan
environments allow us to write the tessellator domain from the hull
shader, the domain shader, or both, that's not generally true for OpenGL
environments.
2025-01-20 15:50:04 +01:00
Shaun Ren
802d7317cb vkd3d-shader/hlsl: Implement the InterlockedXor() intrinsic. 2025-01-20 15:42:45 +01:00
Shaun Ren
cbd504e888 vkd3d-shader/hlsl: Implement the InterlockedOr() intrinsic. 2025-01-20 15:42:45 +01:00
Shaun Ren
5b9634a7b7 vkd3d-shader/hlsl: Implement the InterlockedMin() intrinsic. 2025-01-20 15:42:43 +01:00
Shaun Ren
63fbe161f2 vkd3d-shader/hlsl: Implement the InterlockedMax() intrinsic. 2025-01-20 15:42:07 +01:00
Shaun Ren
b447fdce51 vkd3d-shader/hlsl: Implement the InterlockedExchange() intrinsic. 2025-01-20 15:41:07 +01:00
Shaun Ren
3fb47373a1 vkd3d-shader/hlsl: Implement the InterlockedCompareStore() intrinsic. 2025-01-20 15:41:07 +01:00
Shaun Ren
22ab08f4d8 vkd3d-shader/hlsl: Implement the InterlockedCompareExchange() intrinsic. 2025-01-20 15:41:07 +01:00