3518 Commits

Author SHA1 Message Date
Nikolay Sivov
8a3fe9cd1e vkd3d-shader/fx: Implement parsing groups and techniques.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-21 18:23:33 +02:00
Giovanni Mascellani
ed4d45355a vkd3d-shader/ir: Represent the normalisation level with an enumeration. 2024-10-21 18:21:39 +02:00
Shaun Ren
abed6d9cb7 vkd3d-shader/tpf: Implement semantics for domain shaders. 2024-10-21 18:18:25 +02:00
Shaun Ren
0273ff007b vkd3d-shader/tpf: Write domain shader declarations. 2024-10-21 18:18:00 +02:00
Shaun Ren
26efba30b4 vkd3d-shader/tpf: Use vpc input registers for domain shaders. 2024-10-21 18:17:06 +02:00
Shaun Ren
2b897296a1 vkd3d-shader/tpf: Write the input signature of domain shaders as PCSG. 2024-10-21 18:16:50 +02:00
Shaun Ren
768b19d410 vkd3d-shader/ir: Validate control point counts correctly.
Allow zero input control points for domain shaders, and zero output
control points for hull shaders.
2024-10-21 18:10:13 +02:00
Giovanni Mascellani
03ad04c890 vkd3d-shader/ir: Validate OUTCONTROLPOINT registers. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
1e86f00247 vkd3d-shader/ir: Validate INCONTROLPOINT registers. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
a4ab53ab7b vkd3d-shader/ir: Validate PATCHCONST registers. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
62d5bc91f5 vkd3d-shader/ir: Validate OUTPUT registers. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
349fdd0843 vkd3d-shader/ir: Validate INPUT registers. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
d9508558a9 vkd3d-shader: Keep track of whether programs have normalised hull shader control point I/O. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
eba8fd4720 vkd3d-shader: Keep track of whether programs have normalised I/O. 2024-10-17 17:34:55 +02:00
Nikolay Sivov
071130b944 vkd3d-shader/fx: Add support for tracing annotations.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-17 17:32:54 +02:00
Elizabeth Figura
eeb7bbe3c5 vkd3d-shader/hlsl: Handle error expressions in ternary expressions. 2024-10-17 17:28:52 +02:00
Elizabeth Figura
d95962068a vkd3d-shader/hlsl: Handle error expressions in initializers. 2024-10-17 17:28:52 +02:00
Elizabeth Figura
dfe79cb6a9 vkd3d-shader/hlsl: Factor the component count check into initialize_var(). 2024-10-17 17:28:52 +02:00
Elizabeth Figura
d8892a4ca2 vkd3d-shader/hlsl: Store the initializer location in struct parse_initializer. 2024-10-17 17:28:52 +02:00
Elizabeth Figura
44ea7b5e12 vkd3d-shader/hlsl: Factor out an initialize_var() helper. 2024-10-17 17:28:52 +02:00
Giovanni Mascellani
0e43dea42d vkd3d-shader/ir: Check that signature masks are contiguous. 2024-10-17 17:28:52 +02:00
Giovanni Mascellani
083b87c712 vkd3d-shader/d3dbc: Make signature masks contiguous.
The goal is to make a requirement for VSIR that signature element
masks are always contiguous. The SPIR-V backend already implicitly
makes that assumption, since it just consider the LSB and popcount
of the mask.

For example, consider this HLSL pixel shader:

    float4 main(float4 color : COLOR) : SV_Target
    {
        return float4(color.x, 10.0f, 11.0f, color.w);
    }

Currently the parser describes the input signature element
corresponding to semantic COLOR as having mask .xw, which is
sensible. However, the SPIR-V parser will interpret that as
a mask starting at x and with popcount 2, and assuming it is
contiguous it will implicitly act as if it were .xy. This is
not correct, because the wrong component will be loaded from
the vertex stage.
2024-10-17 17:28:52 +02:00
Giovanni Mascellani
2b45878ff8 vkd3d-shader/ir: Validate the line density SV_TessFactor signature element for isolines domains. 2024-10-16 21:40:58 +02:00
Giovanni Mascellani
f470eb2a1a vkd3d-shader/ir: Validate the line detail SV_TessFactor signature element for isolines domains. 2024-10-16 21:40:58 +02:00
Giovanni Mascellani
c5c3151414 vkd3d-shader/ir: Validate SV_InsideTessFactor signature elements for tri domains. 2024-10-16 21:40:58 +02:00