The function has far too many arguments, including multiple different arguments
with the same type. Use a structure for clarity and to avoid errors.
Merge hlsl_new_sample_lod() into hlsl_new_resource_load() accordingly.
This should silence warnings about some branches non returning any value
without requiring additional "return 0" statement or similar.
Also, in theory this might enable to compiler to optimize the program
a little bit more, though that's unlikely to have any measurable effect.
Also, TextureCube and TextureCubeArray don't support the offset
argument, so this check is updated here too.
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Also, TextureCube and TextureCubeArray don't support the offset
argument, so this check is updated.
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
HLSL_ARRAY_ELEMENTS_COUNT_IMPLICIT (zero) is used as a temporal value
for elements_count for implicit size arrays.
This value is replaced by the correct one after parsing the initializer.
In case the implicit array is not initialized correctly, hlsl_error()
is called but the array size is kept at 0. So the rest of the code
must handle these cases.
In shader model 5.1, unlike in 5.0, declaring a multi-dimensional
object-type array with the last dimension implicit results in
an error. This happens even in presence of an initializer.
So, both gen_struct_fields() and declare_vars() first check if the
shader model is 5.1, the array elements are objects, and if there is
at least one implicit array size to handle the whole type as an
unbounded resource array.
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
It is responsibility of the shader's programmer to ensure that
object references can be solved statically.
Resource arrays for ps_5_1 and vs_5_1 are an exception which is not
properly handled yet. They probably deserve a different object type.
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Otherwise we get false in implicit_compatible_data_types() when passing
types that are equal but not convertible according to
convertible_data_type(); e.g. getting:
"Can't implicitly convert from Texture2D<float4> to Texture2D<float4>."
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Don't assume that enums and uint32_t parameters are identical. Clang
16 changes the diagonstic for incompatible function pointer types
from a warning into an error by default.
This fixes the following error, when built (for aarch64, but probably
also for other architectures) in MSVC mode:
../src/libs/vkd3d/libs/vkd3d-shader/spirv.c:1083:13: error: incompatible function pointer types passing 'uint32_t (struct vkd3d_spirv_builder *, uint32_t, SpvDim, uint32_t, uint32_t, uint32_t, uint32_t, SpvImageFormat)' (aka 'unsigned int (struct vkd3d_spirv_builder *, unsigned int, enum SpvDim_, unsigned int, unsigned int, unsigned int, unsigned int, enum SpvImageFormat_)') to parameter of type 'vkd3d_spirv_build7_pfn' (aka 'unsigned int (*)(struct vkd3d_spirv_builder *, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int)') [-Wincompatible-function-pointer-types]
vkd3d_spirv_build_op_type_image);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../src/libs/vkd3d/libs/vkd3d-shader/spirv.c:612:68: note: passing argument to parameter 'build_pfn' here
SpvOp op, const uint32_t *operands, vkd3d_spirv_build7_pfn build_pfn)
^
Signed-off-by: Martin Storsjö <martin@martin.st>
hlsl_new_store() and hlsl_new_load() are deleted, so now there are no more
direct ways to create derefs with offsets in hlsl.c and hlsl.h.
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
This can be done now, to ensure that register offsets are no longer used
in hlsl.c and hlsl.h.
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
At this point, the parse code is free of offsets; it only uses index
paths.
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
The transform_deref_paths_into_offsets pass turns these index paths back
into register offsets.
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
At this point add_load() is split into add_load_component() and
add_load_index(); register offsets are hidden for these functions.
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Once a event is signaled, the corresponding struct vkd3d_waiting_event
entry is considered dead and could be overwritten, so it's not safe to
keep a pointer to it in d3d12_fence_SetEventOnCompletion(). Instead,
keep the latch bit in d3d12_fence_SetEventOnCompletion() and put a
pointer to it in struct vkd3d_waiting_event.
Fixes reflections in Control appearing with only their red component.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52146
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Specifying R32 for UAVs created with a vector format, e.g. R32G32B32A32_FLOAT,
results in only the red being loaded/stored, potentially causing images to
contain only the red component.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Pthread mandates that a mutex must be unlocked before being destroyed.
In pratice I doubt this make a difference on any platform (certainly
it doesn't on Linux), but let's comply to standards.
An unblocking Signal() on the CPU must be handled after the blocked op
is written, or the op will not be flushed until the next signal.
The device is locked while the fence is already locked, so the fence must
never be locked after locking the device. Currently this never occurs.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Otherwise the following sequence can occur:
1. A command queue is added to the blocked list during a Wait() call.
2. An unblocking Signal() occurs on the CPU in another thread, flushing the
blocked ops, but as no op has been written, the queue is removed from the
blocked list.
3. The blocked op is written.
3. Another op is queued and the queue is not re-added to the blocked
list because this only happens for the first op.
World of Warcraft triggers this issue.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
When using PE vkd3d through Wine, debug output may be swallowed by writing to
Win32 stderr. Avoid this by providing a way to hook up vkd3d log output to Wine
output.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
When using PE vkd3d through Wine, debug output may be swallowed by writing to
Win32 stderr. Avoid this by providing a way to hook up vkd3d log output to Wine
output.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
When using PE vkd3d through Wine, debug output may be swallowed by writing to
Win32 stderr. Avoid this by providing a way to hook up vkd3d log output to Wine
output.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Strictly increasing timeline values must be mapped to fence virtual values
to avoid invalid use of Vulkan timeline semaphores. In particular, non-
increasing values and value jumps of >= 4G are permitted in d3d12.
Different virtual D3D12 command queues may map to the same Vulkan queue.
If a wait of value N is submitted on one command queue, and then a signal
for >= N is submitted on another, but they are sent to the same Vk queue,
the wait will never complete. The solution is to buffer out-of-order waits
and any subsequent queue commands until an unblocking signal value is
submitted to a different D3D12 queue, or signaled on the CPU.
Buffering out-of-order waits also fixes the old fence implementation so it
is fully functional, though a bit less efficient than timeline semaphores.
Based in part on vkd3d-proton patches by Hans-Kristian Arntzen. Unlike the
vkd3d-proton implementation, this patch does not use worker threads for
submissions to the Vulkan queue.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Order does not need to be preserved here, and another function will add
to this array when mapped timeline semaphores are implemented.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Simplifies the handling of GPU waits, and in vkd3d-proton is reported
to increase performance when support for multiple Vulkan queues is
enabled, because it avoids the problem of fences being signaled while
they sit in the pending buffer waiting to be moved to the wait buffer.
Based on a vkd3d-proton patch by Philip Rebohle.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Simplifies the preservation of fence objects until worker threads are
done with them, and will be needed when threaded queue submission is
added.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Otherwise we can get failed assertions:
assert(node->type == HLSL_IR_LOAD);
because broadcasts to these types are not implemented yet.
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The current workaround is broken for texture cube arrays, which already have 4
components.
Sampling with the components not packed together apparently succeeds with newer
NVidia drivers, so just remove the workaround. Tested with 470.103.01 on a GTX
1060.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52886
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Fixes crashes in Shadow of the Tomb Raider, GRID 2019 and probably others.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit includes work by Francisco Casas.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit includes work by Francisco Casas.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
With this change it is possible to store booleans as 0xffffffff,
similarly as what happens at runtime.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Francisco Casas <fcasas@codeweavers.com>
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This is especially a problem when e.g. it introduces a whitespace
before a #pragma directive, breaking shader compilation.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>