Feifan He
23ba1a5e07
vkd3d-shader: Introduce VKD3D_SHADER_TARGET_MSL.
2024-09-12 17:03:32 +02:00
Henri Verbeet
ab525f31e4
vkd3d-shader/d3dbc: Use enum vkd3d_shader_src_modifier in struct sm1_src_register.
2024-09-11 15:24:54 +02:00
Henri Verbeet
f3e6c75c89
vkd3d-shader/d3dbc: Use enum vkd3d_shader_dst_modifier in struct sm1_dst_register.
2024-09-11 15:19:29 +02:00
Giovanni Mascellani
b31c9831fa
vkd3d-shader/ir: Print results as signed numbers.
2024-09-11 15:13:14 +02:00
Giovanni Mascellani
096f133b09
vkd3d-shader/ir: Rename vsir_program_normalise() to vsir_program_transform().
2024-09-11 15:13:14 +02:00
Giovanni Mascellani
03ab0156a2
vkd3d-shader/ir: Run validation after inserting the alpha test.
2024-09-11 15:13:14 +02:00
Giovanni Mascellani
5c0d640d18
vkd3d-shader/ir: Run validation after flattening control flow constructs.
2024-09-11 15:13:14 +02:00
Giovanni Mascellani
4b06729be8
vkd3d-shader/ir: Run validation after normalising combined samplers.
2024-09-11 15:13:14 +02:00
Giovanni Mascellani
c2fd1e42fd
vkd3d-shader/ir: Run validation after removing dead code.
2024-09-11 15:13:14 +02:00
Elizabeth Figura
82773eb805
vkd3d-shader/hlsl: Use elementwise_intrinsic_float_convert_args() in refract().
2024-09-11 15:11:42 +02:00
Elizabeth Figura
2688a24bde
vkd3d-shader/hlsl: Preserve halves in intrinsic_step().
2024-09-11 15:11:42 +02:00
Elizabeth Figura
b23c172a47
vkd3d-shader/hlsl: Use elementwise_intrinsic_float_convert_args() in intrinsic_smoothstep().
2024-09-11 15:11:42 +02:00
Elizabeth Figura
e7eadb38b8
vkd3d-shader/hlsl: Use elementwise_intrinsic_float_convert_args() in intrinsic_faceforward().
2024-09-11 15:11:42 +02:00
Elizabeth Figura
24e29649c4
vkd3d-shader/hlsl: Use elementwise_intrinsic_convert_args() in intrinsic_dst().
...
This one preserves integer arguments.
2024-09-11 15:11:42 +02:00
Elizabeth Figura
7636f2a233
vkd3d-shader/hlsl: Use elementwise_intrinsic_float_convert_args() in write_atan_or_atan2().
2024-09-11 15:11:42 +02:00
Francisco Casas
6e6e2910d6
vkd3d-shader/hlsl: Save DP2ADD hlsl_ir_exprs in the vsir_program for SM1.
2024-09-11 15:10:16 +02:00
Francisco Casas
4ed16108f0
vkd3d-shader/hlsl: Save COS_REDUCED and SIN_REDUCED in the vsir_program for SM1.
2024-09-11 15:09:58 +02:00
Francisco Casas
5db2c2a949
vkd3d-shader/hlsl: Save DOT hlsl_ir_exprs in the vsir_program for SM1.
2024-09-11 15:09:17 +02:00
Francisco Casas
d70342d66d
vkd3d-shader/hlsl: Save per-component hlsl_ir_exprs in the vsir_program for SM1.
2024-09-11 15:07:35 +02:00
Francisco Casas
82dec5db46
vkd3d-shader/hlsl: Save simple hlsl_ir_exprs in the vsir_program for SM1.
2024-09-11 15:06:09 +02:00
Anna (navi) Figueiredo Gomes
127ae6cf12
vkd3d: Implement d3d12_command_list_OMSetDepthBounds().
...
Based on the design document, "The runtime will not clamp or validate
the input, but implementations may clamp to the range [0,1] if necessary.",
so we test for the EXT_depth_range_unrestricted extension, and only clamp if
it's not available (thus, necessary to do so).
NaNs are converted to zero as per "NaNs must be treated as 0, but the runtime
will convert NaNs to 0 on behalf of the implementation.", and a default bounds
are set to 0.0 and 1.0.
2024-09-11 14:53:33 +02:00
Nikolay Sivov
3b4e0ce8e9
vkd3d-shader/fx: Check modifiers when reusing types.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-10 21:48:03 +02:00
Giovanni Mascellani
d71966c77e
vkd3d: Do not keep track of descriptor heaps when using virtual heaps.
...
Descriptors only need flushing when using Vulkan heaps, so let's avoid
uselessly scanning an array and taking and releasing a mutex if we're not.
2024-09-10 21:47:38 +02:00
Giovanni Mascellani
05a5bd620d
vkd3d: Directly call the function to update descriptors.
...
For better code clarity.
2024-09-10 21:46:46 +02:00
Conor McCarthy
e550901efa
vkd3d-shader/ir: Free the semantic names of deleted signature elements in shader_signature_merge(). (Valgrind)
2024-09-10 21:45:22 +02:00