Giovanni Mascellani
cc42581a34
tests/hlsl: Test uint64 comparisons.
2025-07-14 18:12:03 +02:00
Giovanni Mascellani
395d456386
tests/hlsl: Test int64 comparisons.
2025-07-14 18:10:20 +02:00
Elizabeth Figura
f2238deea9
tests/hlsl: Add tests for cube textures.
2025-06-26 17:40:10 +02:00
Elizabeth Figura
e312207124
tests/shader_runner: Add support for cube resources.
2025-06-26 17:38:55 +02:00
Elizabeth Figura
b58ff893a5
tests/hlsl: Add tests for 3D textures.
2025-06-26 17:32:10 +02:00
Elizabeth Figura
587c2dc76e
tests/shader_runner: Add support for 3D resources.
2025-06-26 17:31:34 +02:00
Henri Verbeet
752a48f4ac
vkd3d-shader/msl: Implement VSIR_OP_IMAX.
2025-06-25 16:00:34 +02:00
Henri Verbeet
543ee120fc
vkd3d-shader/msl: Implement VSIR_OP_DSX_FINE and VSIR_OP_DSY_FINE.
2025-06-25 16:00:31 +02:00
Henri Verbeet
b9ce945e61
vkd3d-shader/msl: Implement VSIR_OP_DSX_COARSE and VSIR_OP_DSY_COARSE.
2025-06-25 16:00:27 +02:00
Henri Verbeet
06a0453762
vkd3d-shader/msl: Implement VSIR_OP_DSX and VSIR_OP_DSY.
2025-06-25 16:00:22 +02:00
Henri Verbeet
cdfaeb209a
vkd3d-shader/msl: Implement VSIR_OP_CONTINUE.
2025-06-25 16:00:15 +02:00
Henri Verbeet
c2a01fff1e
vkd3d-shader/msl: Implement support for static texel offsets in msl_sample().
2025-06-24 15:32:59 +02:00
Henri Verbeet
6f8ce6df72
vkd3d-shader/msl: Implement VKD3DSIH_GATHER4_PO.
2025-06-24 15:32:59 +02:00
Henri Verbeet
449804623a
vkd3d-shader/msl: Implement VKD3DSIH_GATHER4_C.
2025-06-24 15:32:59 +02:00
Henri Verbeet
841cf65a41
vkd3d-shader/msl: Implement VKD3DSIH_GATHER4.
2025-06-24 15:32:59 +02:00
Henri Verbeet
3cc404759d
vkd3d-shader/msl: Implement VKD3DSIH_SAMPLE_LOD.
2025-06-24 15:32:59 +02:00
Shaun Ren
4ede2f1365
vkd3d-shader/hlsl: Allow memory barriers in SM4+ target profiles.
2025-06-24 14:51:34 +02:00
Henri Verbeet
e5bf48a2ba
vkd3d-shader/spirv: Do not require VKD3D_SHADER_BINDING_FLAG_IMAGE for sampler descriptors.
2025-06-23 18:00:10 +02:00
Francisco Casas
83979ec07a
tests/hlsl: Fix up point-sprite.shader_test.
...
Write the shaders so that texcoord's register index in the vertex output
signature matches the register index in the pixel input signature
(o0 and v0 in this case) in SM4.
2025-06-23 17:59:20 +02:00
Francisco Casas
2e0cbff3a0
vkd3d-shader/hlsl: Allocate return variables before other outputs.
...
point-sprite.shader_test is not technically well formed since, in SM4,
the vertex output signature should be:
// Output signature:
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// sv_position 0 xyzw 0 POS float xyzw
// texcoord 0 xy 1 NONE float xy
and the pixel input signature should be:
// Input signature:
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// texcoord 0 xy 0 NONE float xy
so we are not passing "texcoord" properly to the pixel shader, even on
Windows.
2025-06-23 17:56:40 +02:00
Francisco Casas
e0359c5299
tests/hlsl: Test the allocation order of return semantics.
2025-06-23 17:53:03 +02:00
Francisco Casas
cf726cf521
tests/shader_runner_d3d12: Handle the "bug" qualifier on state creation failure.
2025-06-23 17:50:37 +02:00
Henri Verbeet
46265061c3
vkd3d-shader/msl: Implement VKD3DSIH_SAMPLE_GRAD.
2025-06-23 17:48:07 +02:00
Henri Verbeet
db89687807
vkd3d-shader/msl: Implement VKD3DSIH_SAMPLE_C_LZ
2025-06-23 17:48:07 +02:00
Henri Verbeet
f30510a9b3
vkd3d-shader/msl: Implement VKD3DSIH_SAMPLE_C.
2025-06-23 17:48:07 +02:00