Conor McCarthy
b5c067b41a
vkd3d-shader/ir: Do not merge signature elements which have different interpolation modes.
...
Regression in signature normalisation, however the old code was not
correct either because it would apply the interpolation mode to all
components. Found in an Assassin's Creed: Valhalla shader.
2023-12-06 15:31:18 +01:00
Alexandre Julliard
8d83b2eaec
ci: Add script to create the gitlab release.
...
Copied from the corresponding Wine script.
2023-12-06 15:31:12 +01:00
Henri Verbeet
803dfc1246
vkd3d-shader: Update the vkd3d_shader_scan() documentation.
...
Scanning d3dbc sources is supported now, and
vkd3d_shader_scan_combined_resource_sampler_info is supported as a chained
structure.
2023-12-04 22:23:14 +01:00
Henri Verbeet
ac5a583b11
readme: Document VKD3D_SHADER_CONFIG.
2023-12-04 22:23:10 +01:00
Henri Verbeet
ee1c6bd488
vkd3d-shader: Add a VKD3D_FORCE_32_BIT_ENUM element to enum vkd3d_shader_compile_option_fragment_coordinate_origin.
2023-12-04 22:23:04 +01:00
Conor McCarthy
b4d03c0221
vkd3d-shader/spirv: Do not emit a fixme for SV_TARGET in vkd3d_get_spirv_builtin().
2023-12-04 22:22:55 +01:00
Conor McCarthy
f11e1461aa
vkd3d-shader/spirv: Do not emit a fixme for SV_TARGET in get_spirv_builtin_for_sysval().
2023-12-04 22:22:54 +01:00
Francisco Casas
736f3ae2df
vkd3d-shader/hlsl: Use values at the time of the swizzle's load in copy-propagation.
...
This preempts us from replacing a swizzle incorrectly, as in the
following example:
1: A.x = 1.0
2: A
3: A.x = 2.0
4: @2.x
were @4 ends up being 2.0 instead of 1.0, because that's the value stored in
A.x at time 4, and we should be querying it at time 2.
This also helps us to avoid replacing a swizzle with itself in copy-prop
which can result in infinite loops, as with the included tests this commit.
Consider the following sequence of instructions:
1 : A
2 : B = @1
3 : B
4 : A = @3
5 : @1.x
Current copy-prop would replace 5 so it points to @3 now:
1 : A
2 : B = @1
3 : B
4 : A = @3
5 : @3.x
But in the next iteration it would make it point back to @1, keeping it
spinning infinitively.
The solution is to index the instructions and don't replace the swizzle
if the new load happens after the current load.
2023-11-29 22:53:24 +01:00
Francisco Casas
d877b877b3
vkd3d-shader/hlsl: Record trace of stored values in copy-propagation.
...
Instead of only storing the value that each variable's component has at
the moment of the instruction currently handled by copy-prop, we store
the trace of all the historic values with their timestamps, i.e. the
instruction index on which the value was stored.
This would allow us to query the value that the variable had at the time
of execution of previous instructions.
2023-11-29 22:53:21 +01:00
Francisco Casas
539294daea
vkd3d-shader/hlsl: Move index_instructions() up.
2023-11-29 22:53:19 +01:00
Francisco Casas
e6b7b38a29
tests: Test current failure when propagating swizzles.
...
The included test fails because copy_propagation_transform_swizzle()
is using the value recorded for the variable when the swizzle is being
read, and not the swizzle's load.
2023-11-29 22:53:16 +01:00
Giovanni Mascellani
a52604da8c
vkd3d-shader/dxil: Declare IO registers as VEC4.
...
Otherwise, for instance, their write masks and swizzles are not written
in the D3D ASM dump.
2023-11-28 21:49:18 +01:00
Biswapriyo Nath
c64909988f
include: Add ID3D12InfoQueue1 definition in vkd3d_d3d12sdklayers.idl.
2023-11-28 21:49:11 +01:00
Nikolay Sivov
6a4a9a4518
vkd3d-shader/hlsl: Handle 'linear centroid' modifier.
2023-11-28 00:10:12 +01:00
Zebediah Figura
10957bebbf
vkd3d-shader/tpf: Remove an unnecessary local variable declaration.
...
Found with -Wshadow.
2023-11-28 00:09:56 +01:00
Zebediah Figura
2d1825bb89
vkd3d-shader/hlsl: Remove an unnecessary local variable in copy_propagation_get_value().
...
Found with -Wshadow.
2023-11-28 00:09:53 +01:00
Zebediah Figura
d1ce069ea6
tests/shader_runner: Remove an unnecessary local variable declaration.
...
Found with -Wshadow.
2023-11-28 00:09:51 +01:00
Jacek Caban
d7b20d7c01
configure: Enable -Wenum-conversion warnings.
2023-11-28 00:09:29 +01:00
Jacek Caban
b47ac10b5c
gitlab: Remove no longer needed -Wno-enum-conversion from build-mac.
2023-11-28 00:09:29 +01:00
Jacek Caban
85f21f197c
vkd3d-shader: Avoid implicit enum pointer casts in allocate_semantic_register.
2023-11-28 00:09:29 +01:00
Jacek Caban
1edbc05745
vkd3d-shader: Use unsigned int type for tags passed to sm6_metadata_get_uint_value.
2023-11-28 00:09:29 +01:00
Jacek Caban
72bb5e8b02
vkd3d: Use VkPipelineStageFlags type for VkSubmitInfo.pWaitDstStageMask flags.
2023-11-28 00:09:28 +01:00
Alistair Leslie-Hughes
5c134d44d6
include: D3D12_RT_FORMAT_ARRAY remove typedef to make header compatible with windows.
...
windows d3d12.idl doesn't have this as a typedef.
2023-11-28 00:09:20 +01:00
Stefan Dösinger
2935ac5c7e
vkd3d: Forward MakeResident to EnqueueMakeResident.
2023-11-28 00:09:09 +01:00
Stefan Dösinger
bd35c91227
vkd3d: Improve the EnqueueMakeResident stub.
2023-11-28 00:09:06 +01:00
Giovanni Mascellani
f0a16d84ce
ci: Execute the shader runner on the correct test data on Windows.
2023-11-23 22:37:21 +01:00
Giovanni Mascellani
50a56f6aeb
ci: Deduplicate the CI configuration for Windows.
2023-11-23 22:37:19 +01:00
Henri Verbeet
beb3f6e0c2
tests: Introduce an OpenGL shader runner.
2023-11-22 22:08:11 +01:00
Francisco Casas
4e1bf5e163
vkd3d-shader/hlsl: Discern between signed and unsigned ints when parsing.
2023-11-22 22:08:05 +01:00
Francisco Casas
1ee9e23e00
tests: Test overloads with signed and unsigned numeric values.
2023-11-22 22:08:05 +01:00
Francisco Casas
9a8f6e0edb
vkd3d-shader/hlsl: Parse integers with the 'u' postfix.
2023-11-22 22:08:04 +01:00
Francisco Casas
3f09cdcaa1
tests: Test integers with the 'u' postfix.
2023-11-22 22:08:04 +01:00
Conor McCarthy
eb05e434ff
vkd3d-shader/dxil: Implement the DXIL LOAD instruction.
2023-11-22 22:07:59 +01:00
Conor McCarthy
59730ecfd8
vkd3d-shader/dxil: Implement the DXIL GEP instruction.
2023-11-22 22:07:58 +01:00
Conor McCarthy
a0f5d70792
vkd3d-shader/dxil: Support global variable initialisers.
2023-11-22 22:07:57 +01:00
Conor McCarthy
f2a656b876
vkd3d-shader/dxil: Introduce a value type for immediate constant buffers.
2023-11-22 22:07:56 +01:00
Conor McCarthy
85d5f83fb7
vkd3d-shader/dxil: Implement default address space global variables.
2023-11-22 22:07:54 +01:00
Conor McCarthy
920657e7ee
vkd3d-shader: Delete unused struct list from struct vkd3d_shader_indexable_temp.
2023-11-22 22:07:52 +01:00
Henri Verbeet
ae4341b565
vkd3d-shader/ir: Use location information from the instruction in vkd3d_shader_scan_instruction().
2023-11-21 22:41:58 +01:00
Henri Verbeet
01dad41862
vkd3d-shader/ir: Skip recording combined resource/sampler information for dynamically indexed descriptor arrays.
...
And output a warning instead.
2023-11-21 22:41:57 +01:00
Henri Verbeet
5b82afb83f
vkd3d-shader/ir: Decorate vkd3d_shader_scan_error() with VKD3D_PRINTF_FUNC.
2023-11-21 22:41:55 +01:00
Jacek Caban
616bf93931
include: Use GCC-style attributes and builtins on Clang MSVC target.
2023-11-20 22:07:54 +01:00
Jacek Caban
078cf6a240
vkd3d-shader/dxbc: Use return type to return result from read_u32 and read_float.
...
Avoid implicit casts from enum pointers.
2023-11-20 22:07:45 +01:00
Giovanni Mascellani
b1123ed35f
vkd3d-shader/ir: Correctly compute the TEMP count after hull shader flattening.
...
The previous computation was incorrect because the count was taken
after resetting it to zero (as part of setting the instruction to NOP).
2023-11-20 22:07:41 +01:00
Giovanni Mascellani
5cb17cfd1c
vkd3d-shader/ir: Validate IFC instructions.
2023-11-20 22:07:36 +01:00
Giovanni Mascellani
849a8f3add
vkd3d-shader/ir: Expect two sources for LOOP in SM1-3.
2023-11-20 22:07:35 +01:00
Henri Verbeet
73c563ffb7
vkd3d-shader/d3dbc: Adjust the token count for DEF and DEFI instructions in shader_sm1_skip_opcode().
...
This was broken by commit e390bc35e2c9b0a2110370f916033eea2366317e; that
commit fixed the source count for these instructions, but didn't adjust
shader_sm1_skip_opcode(). Note that this only affects shader model 1;
later versions have a token count embedded in the initial opcode token.
2023-11-20 22:07:29 +01:00
Nikolay Sivov
e55b6a7fa1
vkd3d-shader/hlsl: Add constants to the block for log()/log10() builtins.
2023-11-20 22:07:24 +01:00
Akihiro Sagawa
aed2d142cf
vkd3d-shader/hlsl: Add degrees() function.
2023-11-20 22:07:19 +01:00
Akihiro Sagawa
e493627130
vkd3d-shader/hlsl: Add radians() function.
2023-11-20 22:07:17 +01:00