Francisco Casas
7960836551
vkd3d-shader/hlsl: Remove enum hlsl_error_level (clangd).
...
It is only used once for calling hlsl_note(), and it expects an enum
vkd3d_shader_log_level values instead.
2023-10-12 23:27:22 +02:00
Nikolay Sivov
8479ceedfc
vkd3d-shader/hlsl: Propagate structure fields modifiers when copying shader inputs.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:29 +02:00
Nikolay Sivov
7c378cc6f9
vkd3d-shader/hlsl: Remove conditional branching when condition is a compile time constant.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:16:09 +02:00
Francisco Casas
4ab6572be7
vkd3d-shader/hlsl: Replace hlsl_type_get_regset() uses with hlsl_deref_get_regset().
2023-10-05 16:15:37 +02:00
Francisco Casas
a214b7374b
vkd3d-shader/hlsl: Avoid hlsl_type_get_regset() in allocate_register_reservations().
2023-10-05 16:15:34 +02:00
Francisco Casas
13f62e60e1
vkd3d-shader/tpf: Remove sm4_src_register.swizzle_type.
2023-10-03 21:27:47 +02:00
Zebediah Figura
fcda20a8c3
vkd3d-shader/hlsl: Use lower_ir() for lower_sqrt().
2023-09-25 22:07:23 +02:00
Zebediah Figura
496a3a2093
vkd3d-shader/hlsl: Use lower_ir() for lower_division().
2023-09-25 22:07:22 +02:00
Zebediah Figura
ecd781e809
vkd3d-shader/hlsl: Use lower_ir() for lower_int_abs().
2023-09-25 22:07:21 +02:00
Zebediah Figura
7944ee9bed
vkd3d-shader/hlsl: Use lower_ir() for lower_casts_to_bool().
2023-09-25 22:07:20 +02:00
Zebediah Figura
65bf6e997c
vkd3d-shader/hlsl: Use lower_ir() for more passes.
2023-09-25 22:07:18 +02:00
Nikolay Sivov
6d1ba83856
vkd3d-shader/hlsl: Use conditional moves for arithmetic operators instead of branching.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-22 11:06:22 +02:00
Francisco Casas
39563aa5b3
vkd3d-shader/hlsl: Lower matrix swizzles.
2023-09-13 23:10:38 +02:00
Nikolay Sivov
1002a6b357
vkd3d-shader/tpf: Use 'movc' to implement ternary operator.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-07 19:15:25 +02:00
Zebediah Figura
63e056512d
vkd3d-shader/hlsl: Introduce an hlsl_sprintf_alloc() helper.
2023-08-30 22:48:55 +02:00
Zebediah Figura
926575a6f3
vkd3d-shader/hlsl: Force sm1 inputs to be 4-component only for vertex shaders.
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Pixel shaders still have an appropriate writemask.
2023-08-24 21:43:44 +02:00
Zebediah Figura
240b9424fb
vkd3d-shader/hlsl: Pass an hlsl_block pointer to append_output_copy().
2023-08-15 21:51:47 +02:00
Zebediah Figura
a04e3a51dd
vkd3d-shader/hlsl: Pass an hlsl_block pointer to prepend_input_copy().
2023-08-15 21:51:39 +02:00
Zebediah Figura
7a4ac1afb1
vkd3d-shader/hlsl: Pass an hlsl_block pointer to prepend_uniform_copy().
2023-08-15 21:51:37 +02:00
Francisco Casas
d4a49d788a
vkd3d-shader/hlsl: Simplify computation of allocation size.
2023-08-15 21:51:32 +02:00
Francisco Casas
37cfbe47d7
vkd3d-shader/hlsl: Sort synthetic separated samplers first for SM4.
2023-08-15 21:51:31 +02:00
Francisco Casas
81afe43569
vkd3d-shader/tpf: Put the actual bind count in the RDEF table.
2023-08-15 21:51:29 +02:00
Francisco Casas
7eba063136
vkd3d-shader/hlsl: Rename hlsl_reg.bind_count to hlsl_reg.allocation_size.
...
We have to distinguish between the "bind count" and the "allocation size"
of variables.
The "allocation size" affects the starting register id for the resource to
be allocated next, while the "bind count" is determined by the last field
actually used. The former may be larger than the latter.
What we are currently calling hlsl_reg.bind_count is actually the
"allocation size", so a rename is in order.
The real "bind count", which will be introduced in following patches,
is important because it is what should be shown in the RDEF table and
some resource allocation rules depend on it.
For instance, for this shader:
texture2D texs[3];
texture2D tex;
float4 main() : sv_target
{
return texs[0].Load(int3(0, 0, 0)) + tex.Load(int3(0, 0, 0));
}
the variable "texs" has a "bind count" of 1, but an "allocation size" of
3:
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// texs texture float4 2d t0 1
// tex texture float4 2d t3 1
2023-08-15 21:51:27 +02:00
Zebediah Figura
372ddd1f29
vkd3d-shader/hlsl: Pass an hlsl_block pointer to add_load_component().
2023-08-08 21:15:05 +09:00
Nikolay Sivov
d50b5fe767
vkd3d-shader/hlsl: Parse GetDimensions() method.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-07-31 21:07:48 +09:00