Commit Graph

3841 Commits

Author SHA1 Message Date
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
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
Shaun Ren
4fbfb44681 vkd3d-shader/spirv: Emit the tessellator domain for domain shaders.
Commit 1ed8d907b3 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
Shaun Ren
3b19a4aaf3 vkd3d-shader/hlsl: Implement the InterlockedAnd() intrinsic. 2025-01-20 15:41:07 +01:00
Shaun Ren
660a71ef22 vkd3d-shader/hlsl: Implement the InterlockedAdd() intrinsic. 2025-01-20 15:40:34 +01:00
Nikolay Sivov
a082daeb56 vkd3d-shader/hlsl: Implement the isinf() intrinsic.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2025-01-16 19:25:02 +01:00
Henri Verbeet
ce4f2728ba vkd3d-shader/msl: Get rid of a stray vkd3d_string_buffer_printf() in the VEC4 UINT immediate constant handling.
Uncovered by the ininf() test in the next commit. This is why we insist
on test coverage; unfortunately this one slipped through in
fd1beedc07.
2025-01-16 19:18:08 +01:00
Francisco Casas
cf19b4da49 vkd3d-shader/hlsl: Specialize lowering SM1 casts to int for vertex shaders.
Vertex shaders do not have CMP, so we use SLT and MAD.

For example, this vertex shader:

    uniform float4 f;

    void main(inout float4 pos : position, out float4 t1 : TEXCOORD1)
    {
        t1 = (int4)f;
    }

results in:

    vs_2_0
    dcl_position v0
    slt r0, c0, -c0
    frc r1, c0
    add r2, -r1, c0
    slt r1, -r1, r1
    mad oT1, r0, r1, r2
    mov oPos, v0

while we have the lower_cmp() pass, each time it is applied many
instructions are generated, so this patch introduces a specialized
version of the cast-to-int lowering for efficiency.
2025-01-16 18:48:35 +01:00
Francisco Casas
2d91bd9200 vkd3d-shader/hlsl: Properly lower casts to int for negative numbers.
While it looks complicated, it is what fxc/d3dcompiler does.

A shader as simple as:

    float4 f;

    float4 main() : sv_target
    {
        return (int4)f;
    }

results in the following instructions:

    ps_2_0
    def c1, 0, 1, 0, 0
    frc r0, c0
    cmp r1, -r0, c1.x, c1.y
    add r0, -r0, c0
    mov r2, c0
    cmp r1, r2, c1.x, r1
    add r0, r0, r1
    mov oC0, r0
2025-01-16 18:46:49 +01:00
Francisco Casas
efd7f2e014 vkd3d-shader/hlsl: Don't lower separate samples with texel offsets. 2025-01-14 17:59:50 +01:00
Francisco Casas
0a5955372a vkd3d-shader/hlsl: Lower separate SampleGrad() for SM1. 2025-01-14 17:59:50 +01:00
Henri Verbeet
4227858cfe vkd3d-shader/hlsl: Move RDEF generation to hlsl_codegen.c. 2025-01-10 20:03:14 +01:00
Francisco Casas
9b3b47b1b8 vkd3d-shader: Avoid left shifting signed integers. (ubsan)
Otherwise ubsan reports these errors on the bitwise.shader_test:

    libs/vkd3d-shader/hlsl_constant_ops.c:970:50: runtime error: left shift of 1 by 31 places cannot be represented in type 'int'
    libs/vkd3d-shader/hlsl_constant_ops.c:970:50: runtime error: left shift of negative value -12
2025-01-10 19:51:55 +01:00
Francisco Casas
8056058aa1 vkd3d-shader: Avoid passing NULL to memset(). (ubsan)
Otherwise ubsan reports errors such as:

    libs/vkd3d-shader/spirv.c:7266:5: runtime error: null pointer passed as argument 1, which is declared to never be null
2025-01-10 19:51:55 +01:00