Zebediah Figura
54f2dfe403
vkd3d-shader/hlsl: Simplify type_has_object_components().
...
The extra argument is not very easy to intuit. Since all we're trying to do here is check whether the type is a struct with object components in it, write that out explicitly.
2024-04-02 23:09:36 +02:00
Zebediah Figura
1e7d82798c
vkd3d-shader/hlsl: Move a hlsl_fixme() to a more relevant place.
2024-04-02 23:09:35 +02:00
Zebediah Figura
675d7b8cb6
vkd3d-shader/hlsl: Remove a redundant type check.
...
We already perform an implicit cast per component in initialize_var_components().
2024-04-02 23:09:33 +02:00
Conor McCarthy
d72d5c35d1
vkd3d-shader/dxil: Implement DX intrinsics Dot2, Dot3 and Dot4.
2024-04-02 23:09:28 +02:00
Conor McCarthy
2909a5aacc
vkd3d-shader/dxil: Implement DX intrinsic MakeDouble.
2024-04-02 23:09:23 +02:00
Conor McCarthy
11ee92ed7e
vkd3d-shader/dxil: Implement DX intrinsic Discard.
2024-03-27 22:37:42 +01:00
Conor McCarthy
8d947ce868
vkd3d-shader/spirv: Support bool source in spirv_compiler_emit_discard().
2024-03-27 22:37:40 +01:00
Zebediah Figura
6b6e4bc212
vkd3d-shader: Add a compile option to control whether implicit truncation warnings are printed.
...
d3dcompiler and d3dx9 versions before 42 don't emit this error; this will be
necessary to emulate that behaviour.
Other warnings exist that are introduced in different d3dcompiler versions,
although there are not very many distinct HLSL warnings to begin with.
We could of course group all these together under a single compiler option, but
I find that using separate top-level options is unilaterally friendlier to an
API consumer, and simpler to implement as well. It also in some sense maps
conceptually to e.g. "-Wno-implicit-conversion".
2024-03-27 22:37:34 +01:00
Nikolay Sivov
b382d1843d
vkd3d-shader/fx: Accept texture types when writing fx_2_0 effects.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-27 22:37:29 +01:00
Nikolay Sivov
b09f919673
vkd3d-shader/hlsl: Treat "texture" type name as case-insensitive.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-27 22:37:28 +01:00
Nikolay Sivov
17dc23269e
vkd3d-shader/fx: Handle "uint" type for fx_2_0 parameters.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-27 22:37:27 +01:00
Nikolay Sivov
9117629e35
vkd3d-shader/fx: Handle "half" type for fx_2_0 parameters.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-27 22:37:25 +01:00
Nikolay Sivov
88d9cff407
vkd3d-shader/fx: Set initial object count to 1 for fx_2_0.
...
This is used for the object table at runtime. Object variable index is 1-based.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-27 22:37:24 +01:00
Nikolay Sivov
501aed43f3
vkd3d-shader/fx: Zero-pad strings when aligning them for fx_2_0.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-27 22:37:23 +01:00
Nikolay Sivov
228d54efff
vkd3d-shader/fx: Mark shared variables as such for fx_2_0 effects.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-27 22:37:21 +01:00
Francisco Casas
11e7265815
vkd3d-shader/spirv: Throw compiler error on unrecognized register.
...
This codepath path is currently triggered when transpiling d3dbc shaders
that use vPos (or other of these special registers).
While vPos gets added to the input signature and gets assigned an INPUT
register, the registers in the shader instructions are still of
VKD3DSPR_MISCTYPE type and are not propperly mapped yet. This gives
invalid results.
Some SM1 tests must be set back to "todo" but they only work because, by
coincidence, we are assigning vPos the input register with index 0.
Propper mapping of these registers is still required.
2024-03-27 22:37:15 +01:00
Zebediah Figura
172cb75872
vkd3d-shader/spirv: Implement VKD3DSIH_ABS.
2024-03-27 22:37:10 +01:00
Francisco Casas
9a222d2be1
vkd3d-shader/d3dbc: Implement HLSL_OP2_LOGIC_AND for SM1.
2024-03-27 22:37:09 +01:00
Francisco Casas
777bf772bf
vkd3d-shader/d3dbc: Implement HLSL_OP2_LOGIC_OR for SM1.
2024-03-27 22:37:08 +01:00
Francisco Casas
a838f97e3f
vkd3d-shader/hlsl: Cast to bool before applying LOGIC_NOT.
...
Before this commit, it is possible for one of the tests of
cf-cond-types.shader_test to pass a non-bool to LOGIC_NOT, which should
not be allowed.
2024-03-27 22:37:07 +01:00
Francisco Casas
ee5fc7e968
vkd3d-shader/hlsl: Support LOGIC_NOT for SM1.
2024-03-27 22:37:06 +01:00
Conor McCarthy
68b31b7396
vkd3d-shader/spirv: Handle the sequentially consistent ordering flag for atomic instructions.
2024-03-27 22:37:01 +01:00
Conor McCarthy
a8dd788f41
vkd3d-shader/spirv: Emit a warning if the atomic instruction volatile flag is unhandled.
2024-03-27 22:37:00 +01:00
Conor McCarthy
9e0b9c3a7a
vkd3d-shader/dxil: Implement the DXIL ATOMICRMW instruction.
2024-03-27 22:36:59 +01:00
Conor McCarthy
b708a9b3b5
vkd3d-shader/dxil: Implement DX instructions ThreadId, GroupId, ThreadIdInGroup and FlattenedThreadIdInGroup.
2024-03-27 22:36:58 +01:00
Conor McCarthy
0f332eb939
vkd3d-shader/dxil: Emit an error if a constant code is unhandled.
2024-03-27 22:36:56 +01:00
Conor McCarthy
47e56cdfed
vkd3d-shader/spirv: Support 64-bit register info component type in spirv_compiler_emit_load_reg().
...
For 64-bit indexable temps (and any other 64-bit declarations) the write
mask must not be converted.
2024-03-27 22:36:55 +01:00
Conor McCarthy
83a67366da
vkd3d-shader/spirv: Do not assert if a TGSM store data register is not UINT.
2024-03-27 22:36:54 +01:00
Conor McCarthy
9da375414e
vkd3d-shader/spirv: Do not assert if a TGSM load dst register is not UINT.
2024-03-27 22:36:52 +01:00
Zebediah Figura
2247288003
vkd3d-shader/tpf: Set the user-packed flag for sm5.0 resources as well.
2024-03-27 22:36:39 +01:00
Zebediah Figura
7b87895289
vkd3d-shader/tpf: Write the component count as the column count for structs.
2024-03-27 22:36:37 +01:00
Zebediah Figura
5bf23cb2f5
vkd3d-shader/tpf: Explicitly write the class and base type for non-numeric types.
...
Avoid relying on that information being stored in the hlsl_type.
2024-03-27 22:36:36 +01:00
Zebediah Figura
34e9c101e8
vkd3d-shader/tpf: Do not write structs with no numeric fields into the RDEF.
2024-03-27 22:36:35 +01:00
Zebediah Figura
0b1f11dd33
vkd3d-shader/hlsl: Allocate register reservations for structs as well.
2024-03-27 22:36:34 +01:00
Zebediah Figura
622fcda9ee
vkd3d-shader/tpf: Do not write non-numeric struct fields into the RDEF.
2024-03-27 22:36:33 +01:00
Henri Verbeet
5de5f241a6
vkd3d-shader/ir: Pass a struct vsir_program to vkd3d_shader_normalise().
2024-03-19 22:57:56 +01:00
Henri Verbeet
164608a007
vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_dst_param().
2024-03-18 23:08:03 +01:00
Henri Verbeet
e2d1a878a7
vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_src_param().
2024-03-18 23:08:02 +01:00
Henri Verbeet
939a7fbe88
vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_tessellator_partitioning().
2024-03-18 23:08:01 +01:00
Henri Verbeet
5f5145b8f8
vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_tessellator_output_primitive().
2024-03-18 23:08:00 +01:00
Henri Verbeet
f61a92b908
vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_tessellator_domain().
2024-03-18 23:07:58 +01:00
Henri Verbeet
b98171878f
vkd3d-shader/glsl: Keep track of the current indentation level.
2024-03-18 23:07:52 +01:00
Giovanni Mascellani
e5f486edd3
vkd3d-shader/ir: Use type "unused" for labels.
...
The label itself is certainly an unsigned integer, but the register
has no meaningful data type. It cannot be evaluated to anything.
The goal of this is to reduce cluttering in the internal ASM dumps.
2024-03-18 23:07:45 +01:00
Giovanni Mascellani
d418f49888
vkd3d-shader/d3d-asm: Do not dump a register's type if it's unused.
2024-03-18 23:07:44 +01:00
Giovanni Mascellani
22d19aed58
vkd3d-shader/d3d-asm: Indent instructions inside a block.
2024-03-18 23:07:43 +01:00
Conor McCarthy
0c01a55c7d
vkd3d-shader/dxil: Implement DX intrinsic Saturate.
2024-03-18 23:07:40 +01:00
Conor McCarthy
4599d3c1cf
vkd3d-shader/dxil: Implement DX intrinsic FAbs.
2024-03-18 23:07:39 +01:00
Conor McCarthy
33694f08fc
vkd3d-shader/dxil: Implement DX intrinsics FMa, FMad, IMad and UMad.
2024-03-18 23:07:38 +01:00
Conor McCarthy
421d311a49
vkd3d-shader/spirv: Use dst register data type in spirv_compiler_emit_imad().
2024-03-18 23:07:36 +01:00
Nikolay Sivov
f55b152811
vkd3d-shader/fx: Fail effect writing on unsupported annotations.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-18 23:07:32 +01:00
Nikolay Sivov
206eeb0752
vkd3d-shader/fx: Remove newlines from fixme messages.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-18 23:07:31 +01:00
Nikolay Sivov
4fc15d4b4a
vkd3d-shader/fx: Add initial support for writing fx_2_0 parameters.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-18 23:07:30 +01:00
Nikolay Sivov
ed06e0bbef
vkd3d-shader/fx: Populate global variables list during context initialization.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-18 23:07:29 +01:00
Nikolay Sivov
ea686e8f5a
vkd3d-shader/fx: Fix an instruction block leak.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-18 23:07:28 +01:00
Nikolay Sivov
9c7fe62da6
vkd3d-shader/fx: Use type writing helper only for fx_4+.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-18 23:07:27 +01:00
Conor McCarthy
3f99719ff2
vkd3d-shader/dxil: Implement DX intrinsic BufferUpdateCounter.
2024-03-18 23:07:23 +01:00
Giovanni Mascellani
8c15377ffc
vkd3d-shader/ir: Emit multilevel jumps in the structured program.
...
The new structurizer therefore reaches feature parity with the
older simple one, except for a couple of points:
* the old structurizer accepts any CFG, without requiring reducibility;
however, the DXIL specification requires the CFG to be reducible
anyway, so we're not really losing anything;
* the new structurizer additionally requires that no block has two
incoming back arrows; AFAIK this is condition that can happen,
but in practice it seems to be rare; also, it's not hard to add
support for it, as soon as it is decided it is useful.
On the other hand, the new structurizer makes use of the merging
information that are reconstructed from the CFG, which is important
for downstream optimization and fundamental for correctly emitting
tangled instructions.
Taking these considerations into account, the old structurizer is
considered superseded and is therefore removed.
2024-03-18 23:07:17 +01:00
Giovanni Mascellani
c2aa01de6e
vkd3d-shader/ir: Emit the reconstructed structured program.
...
Multilevel jumps are not supported yet, and trigger a fallback to the
simple structurizer.
2024-03-18 23:07:15 +01:00
Henri Verbeet
abf76372e0
vkd3d-shader/ir: Pass a struct vsir_program to vsir_validate().
2024-03-14 23:24:29 +01:00
Henri Verbeet
7af3e9300f
vkd3d-shader/ir: Pass a struct vsir_program to flatten_control_flow_constructs().
2024-03-14 23:24:28 +01:00
Henri Verbeet
268989f5b9
vkd3d-shader/ir: Pass a struct vsir_program to normalise_combined_samplers().
2024-03-14 23:24:27 +01:00
Henri Verbeet
674bebe9c9
vkd3d-shader/ir: Pass a struct vsir_program to shader_normalise_io_registers().
2024-03-14 23:24:24 +01:00
Henri Verbeet
8a60814476
vkd3d-shader/glsl: Generate comments for unhandled instructions.
...
Mostly for debugging purposes; we'll fail compilation, but will still trace
the shader that would have been generated.
2024-03-14 23:24:19 +01:00
Henri Verbeet
9869fbb0ea
vkd3d-shader/glsl: Trace the generated shader.
...
Even if compilation ultimately failed.
2024-03-14 23:24:16 +01:00
Francisco Casas
619edb4c38
vkd3d-shader/hlsl: Lower CMP instructions for vertex shaders.
2024-03-14 22:49:29 +01:00
Francisco Casas
4c40deaac1
vkd3d-shader/hlsl: Use hlsl_fixme() on missing SM1 matrix writemask lowering.
...
Instead of FIXME(). Otherwise we compile invalid d3dbc.
2024-03-14 22:49:29 +01:00
Francisco Casas
5c986b9cde
vkd3d-shader/hlsl: Lower SLT instructions for pixel shaders.
...
Properly passing the inverse-trig.shader_test tests whose qualifiers
have been removed requires making spirv.c capable of handling ABS.
The same happens for the ps_3_0 equality test in
float-comparison.shader_test.
2024-03-14 22:49:29 +01:00
Francisco Casas
e9a4758648
vkd3d-shader/hlsl: Implement SM1 comparison operators.
2024-03-14 22:49:29 +01:00
Francisco Casas
7b883eef53
vkd3d-shader/d3dbc: Check profiles before writing SLT and CMP.
2024-03-14 22:48:56 +01:00
Giovanni Mascellani
d75dc76011
vkd3d-shader/ir: Dump the reconstructed structured program.
2024-03-14 22:48:53 +01:00
Giovanni Mascellani
2b3e21caeb
vkd3d-shader/ir: Add jumps to the structured programs.
2024-03-14 22:48:52 +01:00
Giovanni Mascellani
c25e4c47c3
vkd3d-shader/ir: Reconstruct a structured program.
...
For simplicity jumps are not currently processed.
2024-03-14 22:48:50 +01:00
Conor McCarthy
f08976be33
vkd3d-shader/dxil: Implement DX instruction Barrier.
2024-03-14 22:48:46 +01:00
Conor McCarthy
b22632ff1a
vkd3d-shader/spirv: Emit a trace message if TGSM alignment is ignored.
...
This would cause a lot of warning spam if it was a warning.
2024-03-14 22:48:45 +01:00
Conor McCarthy
5e63164d01
vkd3d-shader/dxil: Implement structured groupshared address space global variables.
2024-03-14 22:48:44 +01:00
Conor McCarthy
0965a3608a
vkd3d-shader/dxil: Implement raw groupshared address space global variables.
2024-03-14 22:48:43 +01:00
Conor McCarthy
6dd54eeb09
vkd3d-shader/spirv: Support zero-initialisation for workgroup memory.
2024-03-14 22:48:41 +01:00
Henri Verbeet
374c5fcbdd
vkd3d-shader/glsl: Store a pointer to the vsir program in struct vkd3d_glsl_generator.
2024-03-13 22:00:48 +01:00
Henri Verbeet
5f1f7ababb
vkd3d-shader/ir: Pass a struct vsir_program to remap_output_signature().
2024-03-13 22:00:42 +01:00
Henri Verbeet
0edf6d25f3
vkd3d-shader/ir: Pass a struct vsir_program to simple_structurizer_run().
2024-03-13 22:00:41 +01:00
Henri Verbeet
c3f3cb5ef9
vkd3d-shader/ir: Pass a struct vsir_program to materialize_ssas_to_temps().
2024-03-13 22:00:40 +01:00
Henri Verbeet
76791913d0
vkd3d-shader/ir: Pass a struct vsir_program to materialize_ssas_to_temps_process_reg().
2024-03-13 22:00:39 +01:00
Henri Verbeet
343a365c97
vkd3d-shader/ir: Pass a struct vsir_program to instruction_array_lower_texkills().
2024-03-13 22:00:37 +01:00
Conor McCarthy
0dc174ebd7
vkd3d-shader/spirv: Emit an error if a FIRSTBIT instruction has a 64-bit source.
2024-03-13 21:50:37 +01:00
Conor McCarthy
a64eb75c1d
vkd3d-shader/spirv: Emit an error if COUNTBITS has a 64-bit source.
2024-03-13 21:50:36 +01:00
Henri Verbeet
9b0d304f8f
vkd3d-shader/glsl: Introduce glsl_compile().
2024-03-12 22:15:41 +01:00
Henri Verbeet
bdc096d437
vkd3d-shader/d3d-asm: Get rid of the (now) redundant "shader_desc" parameter to vkd3d_dxbc_binary_to_text().
...
And rename the function to d3d_asm_compile() while we're touching it.
2024-03-12 22:15:34 +01:00
Nikolay Sivov
948cd2154a
vkd3d-shader/fx: Handle 'single' modifier for buffers.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-12 22:14:50 +01:00
Nikolay Sivov
e0ef45c0a3
vkd3d-shader: Parse a 'single' modifier.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-12 22:14:50 +01:00
Nikolay Sivov
cf7c05f431
vkd3d-shader: Remove a token for 'precise' modifier.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-12 22:14:50 +01:00
Giovanni Mascellani
f2b2040ff6
vkd3d-shader/ir: Sort loop intervals.
2024-03-12 22:14:47 +01:00
Giovanni Mascellani
070c4af8b3
vkd3d-shader/ir: Generate synthetic intervals for forward edges.
2024-03-12 22:14:46 +01:00
Giovanni Mascellani
1d60612340
vkd3d-shader/ir: Compute loop as intervals of the block order.
2024-03-12 22:14:45 +01:00
Nikolay Sivov
30cc6ceb44
vkd3d-shader/fx: Add support for writing shared object descriptions for fx_4_x.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-12 22:14:41 +01:00
Nikolay Sivov
13227f3852
vkd3d-shader: Add an option to enable child effects compilation.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-12 22:14:41 +01:00
Nikolay Sivov
7f1fdd447c
vkd3d-shader/fx: Add initial support for writing uninitialized vertex/pixel shader objects.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-12 22:14:40 +01:00
Henri Verbeet
038764985a
vkd3d-shader/glsl: Use location information from the current instruction.
2024-03-11 22:10:21 +01:00
Conor McCarthy
4f0e5b9069
vkd3d-shader/dxil: Support 16-bit types.
2024-03-11 22:10:06 +01:00
Conor McCarthy
066ea75945
vkd3d-shader/spirv: Introduce HALF and UINT16 types for minimum precision.
...
Minimum precision types must always be implemented as 32-bit to match how
reduced precision works in SPIR-V.
2024-03-11 22:10:05 +01:00
Conor McCarthy
58123c2e10
vkd3d-shader/spirv: Introduce a data_type_is_floating_point() helper function.
2024-03-11 22:10:03 +01:00
Nikolay Sivov
25d353db91
vkd3d-shader/d3dbc: Do not write semantic declarations for unused variables.
...
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55829
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56402
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-11 22:09:55 +01:00
Zebediah Figura
ad495970e0
vkd3d-shader/spirv: Implement SLT and SGE.
2024-03-11 22:09:48 +01:00
Zebediah Figura
27196d8b0f
vkd3d-shader/spirv: Implement CMP.
2024-03-11 22:09:44 +01:00
Francisco Casas
cfac67ccc2
vkd3d-shader/hlsl: Cast slt before multiplying on ternary operator.
...
Otherwise we may get a failing
"hlsl_types_are_equal(arg1->data_type, arg2->data_type)"
assertion on hlsl_new_binary_expr() when creating the MUL.
This happens in the test introducing in the following patch:
int a, b, c;
void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
{
out_pos = pos;
res = a ? b/1000.0 : c/1000.0;
}
2024-03-11 22:09:42 +01:00
Giovanni Mascellani
1690b0b554
vkd3d-shader: Remove the bytecode fields from vkd3d_shader_desc.
2024-03-11 22:09:32 +01:00
Giovanni Mascellani
204c8afb9c
vkd3d-shader/dxbc: Remove flag is_dxil.
...
The full shader profile is already available in vsir_program.
2024-03-11 22:09:31 +01:00
Giovanni Mascellani
470d83a9da
vkd3d-shader: Move shader signatures to vsir_program.
2024-03-11 22:09:31 +01:00
Giovanni Mascellani
56dc0c9842
vkd3d-shader/dxbc: Decouple vkd3d_shader_desc from DXBC parsing.
2024-03-11 22:09:30 +01:00
Giovanni Mascellani
5204b92fa0
vkd3d-shader/tpf: Remove a useless parameter to shader_sm4_init().
2024-03-11 22:09:28 +01:00
Conor McCarthy
7b4b0143bd
vkd3d-shader/dxil: Implement DX intrinsic TextureGatherCmp.
2024-03-11 22:09:20 +01:00
Conor McCarthy
5a6fd010ac
vkd3d-shader/dxil: Implement DX intrinsic TextureGather.
2024-03-11 22:09:18 +01:00
Giovanni Mascellani
75bc68962d
vkd3d-shader/dxbc: Add flag to ignore the DXBC checksum.
2024-03-11 22:08:55 +01:00
Giovanni Mascellani
23259263cf
vkd3d-shader/d3d-asm: Only emit signatures for SM4-6.
2024-03-08 23:36:44 +01:00
Henri Verbeet
1fc55d80cd
vkd3d-shader: Enable GLSL target support when VKD3D_SHADER_UNSUPPORTED_GLSL is defined.
2024-03-08 23:36:40 +01:00
Evan Tang
4553b2a0dc
vkd3d-shader/spirv: Implement support for rasteriser-ordered views.
...
Using SPV_EXT_fragment_shader_interlock.
2024-03-08 23:36:35 +01:00
Giovanni Mascellani
21f76257b0
vkd3d-shader/d3d-asm: Print labels in red.
...
They are substantially different from any other register type, so
it makes sense to have them stand out. Also, they help segmenting
visually the code into blocks, because labels are usually found
either at the beginning or at the end of a block.
2024-03-08 23:36:25 +01:00
Conor McCarthy
e65055b435
vkd3d-shader/spirv: Handle the ORD and UNO instructions.
2024-03-08 23:36:14 +01:00
Conor McCarthy
f212aad0ff
vkd3d-shader/dxil: Support FCMP_ORD and FCMP_UNO for CMP2.
2024-03-08 23:36:13 +01:00
Giovanni Mascellani
172e7edf2d
vkd3d-shader: Refactor common code for vkd3d_shader_compile().
2024-03-08 23:35:54 +01:00
Giovanni Mascellani
0e5d6a97cc
vkd3d-shader: Refactor common code for vkd3d_shader_scan().
2024-03-08 23:35:54 +01:00
Giovanni Mascellani
bbd37a76fc
vkd3d-shader: Treat the HLSL case specially in vkd3d_shader_compile().
2024-03-08 23:35:54 +01:00
Giovanni Mascellani
3a1c32acd4
vkd3d-shader: Treat the HLSL case specially in vkd3d_shader_scan().
...
The other cases are similar and common code can be refactored.
Ideally the HLSL parser will eventually fit the same model, but that
will require more extensive work.
2024-03-08 23:35:53 +01:00
Giovanni Mascellani
b940d79aa8
vkd3d-shader/ir: Keep loops contiguous in the topological sort.
2024-03-08 23:35:48 +01:00
Giovanni Mascellani
cf9a023566
vkd3d-shader/ir: Dump the topological order of the control flow graph.
2024-03-08 23:35:47 +01:00
Giovanni Mascellani
ed40646c8a
vkd3d-shader/ir: Topologically sort the control flow graph.
2024-03-08 23:35:46 +01:00
Giovanni Mascellani
880d781b57
vkd3d-shader/ir: Allow adding to a block list without checking for duplicates.
2024-03-08 23:35:45 +01:00
Nikolay Sivov
75c019074a
vkd3d-shader/hlsl: Allow modifiers on buffer declarations.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-08 23:35:40 +01:00
Nikolay Sivov
b13d60d805
vkd3d-shader/hlsl: Add determinant() function.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-08 23:35:23 +01:00
Giovanni Mascellani
8723b5d266
vkd3d-shader/ir: Sort each loop by block label.
2024-03-07 23:08:36 +01:00
Giovanni Mascellani
3d4092d9dc
vkd3d-shader/ir: Dump the loops in the control flow graph.
2024-03-07 23:08:35 +01:00
Giovanni Mascellani
8241ca2b67
vkd3d-shader/ir: Keep track of loops by header block.
2024-03-07 23:08:34 +01:00
Giovanni Mascellani
088a6c49a2
vkd3d-shader/ir: Keep a reference to the message context inside struct vsir_cfg.
2024-03-07 23:08:33 +01:00
Giovanni Mascellani
9ac842b36b
vkd3d-shader/ir: Compute the loops in the control flow graph.
2024-03-07 23:08:32 +01:00
Giovanni Mascellani
de15f55477
vkd3d-shader/ir: Introduce a helper to express block domination.
2024-03-07 23:08:31 +01:00
Giovanni Mascellani
c3657c4799
vkd3d-shader/ir: Add a debug buffer to struct vsir_cfg.
2024-03-07 23:08:30 +01:00
Giovanni Mascellani
c5893288d9
vkd3d-shader/ir: Properly handle function-local indexable temps when flattening control flow.
...
They have to be considered code rather than declarations, as required
for instance by the SPIR-V backend.
2024-03-07 23:08:28 +01:00
Giovanni Mascellani
9aa86901e3
vkd3d-shader/d3d-asm: Support emitting the shader signature.
2024-03-07 23:08:24 +01:00
Giovanni Mascellani
01a687a7fc
vkd3d-shader/d3d-asm: Refactor dumping a write mask to a dedicated function.
2024-03-07 23:08:23 +01:00
Giovanni Mascellani
9d99389663
vkd3d-shader/d3d-asm: Describe the ASM dialect with a bunch of flags instead of a plain enum.
2024-03-07 23:08:22 +01:00
Giovanni Mascellani
94d641783b
vkd3d-shader/d3d-asm: Do not make a copy of the buffer before returning it.
2024-03-07 23:08:20 +01:00
Nikolay Sivov
a0d52dc385
vkd3d-shader/hlsl: Improve VertexShader/PixelShader types handling.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-06 23:04:25 +01:00
Nikolay Sivov
437ef0896f
vkd3d-shader/fx: Make sure to set error message for unimplemented cases.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-06 23:04:22 +01:00
Nikolay Sivov
8c5db57ea7
vkd3d-shader/fx: Reject fx_2_0 output without techniques.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-06 23:04:19 +01:00
Nikolay Sivov
dd5e42d347
vkd3d-shader/hlsl: Allow technique10 {} blocks for fx_2_0.
...
Such techniques are ignored later, but do not cause compilation errors.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-06 23:04:18 +01:00
Nikolay Sivov
5edbccd33b
vkd3d-shader/hlsl: Add keyword tokens for fx_5_0 shader object types.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-06 23:04:16 +01:00
Conor McCarthy
5082893e5d
vkd3d-shader/spirv: Always use a 64-bit write mask for IMMCONST64 src params.
...
There is no way to tell in spirv_compiler_emit_load_reg() if the write
mask is 64-bit. All loads are 32-bit except for IMMCONST64 and SSA, and
the latter ignores the mask, so the only issue lies with IMMCONST64.
2024-03-06 23:04:12 +01:00
Francisco Casas
58c456ff2b
vkd3d-shader/d3dbc: Implement bool to float cast as MOV.
...
In SM1, bools are always represented as either 0.0f or 1.0f at runtime.
2024-03-06 23:04:07 +01:00
Francisco Casas
747511131d
vkd3d-shader/hlsl: Lower non-float operators for SM1.
2024-03-06 23:04:05 +01:00
Francisco Casas
a3319339e4
vkd3d-shader/hlsl: Lower casts to int using REINTERPRET instead.
...
I realized that it is better to lower casts to int to FLOOR+REINTERPET
instead of appending a FLOOR to all casts to int and assuming that this
is the case for all of them in d3dbc.c.
This in case we introduce new passes in the future that add casts that
we forget to lower, after the lower_casts_to_bool pass.
2024-03-06 23:04:04 +01:00
Nikolay Sivov
937d76507d
vkd3d-shader/hlsl: Implement ternary operator for older vertex profiles.
...
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56333
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-06 23:03:59 +01:00
Henri Verbeet
f866fb95ad
Release 1.11.
2024-03-05 20:39:45 +01:00
Zebediah Figura
9177df883e
vkd3d-shader/hlsl: Write the SFI0 section and "REQUIRES_ROVS" flag when ROVs are used.
2024-03-04 22:34:46 +01:00
Victor Chiletto
7e27ae73af
vkd3d-shader/hlsl: Fix hlsl_ir_resource_store::resource cleanup.
2024-02-26 23:03:51 +01:00
Conor McCarthy
c083b1d0fc
vkd3d-shader/dxil: Implement DX intrinsic GetDimensions.
2024-02-26 23:03:48 +01:00
Conor McCarthy
292bbdefbf
vkd3d-shader/dxil: Move the resource kind helper functions up.
2024-02-26 23:03:46 +01:00
Henri Verbeet
d65f331efc
configure: Build with -Wwrite-strings.
...
libs/vkd3d-shader/hlsl.c: In function ‘declare_predefined_types’:
libs/vkd3d-shader/hlsl.c:3408:10: warning: initialization discards ‘const’ qualifier from pointer target type [-Wdiscarded-qualifiers]
{"technique", 9},
^~~~~~~~~~~
...
programs/vkd3d-compiler/main.c: In function ‘parse_formatting’:
programs/vkd3d-compiler/main.c:303:10: warning: initialization discards ‘const’ qualifier from pointer target type [-Wdiscarded-qualifiers]
{"colour", VKD3D_SHADER_COMPILE_OPTION_FORMATTING_COLOUR},
^~~~~~~~
...
macOS tigetstr() takes a non-const char *, so account for that as well.
2024-02-22 22:46:29 +01:00
Henri Verbeet
7029d821be
configure: Build with -Wtype-limits.
...
libs/vkd3d-shader/tpf.c: In function ‘write_sm4_unary_op_with_two_destinations’:
libs/vkd3d-shader/tpf.c:4489:24: warning: comparison of unsigned expression >= 0 is always true [-Wtype-limits]
assert(1 - dst_idx >= 0);
^~
libs/vkd3d-shader/tpf.c: In function ‘write_sm4_binary_op_with_two_destinations’:
libs/vkd3d-shader/tpf.c:4549:24: warning: comparison of unsigned expression >= 0 is always true [-Wtype-limits]
assert(1 - dst_idx >= 0);
^~
2024-02-22 22:46:22 +01:00
Conor McCarthy
ba4bd651e5
vkd3d-shader/dxil: Implement DX intrinsics SampleCmp and SampleCmpLevelZero.
2024-02-22 22:45:36 +01:00
Conor McCarthy
2330ffdeda
vkd3d-shader/dxil: Implement DX intrinsics SampleBias and SampleLevel.
2024-02-22 22:45:34 +01:00
Zebediah Figura
87b1de94da
vkd3d-shader/hlsl: Check the resource format for UAVs also in hlsl_types_are_equal().
...
Spotted by Henri Verbeet.
2024-02-22 22:45:31 +01:00
Nikolay Sivov
5474d91804
vkd3d-shader/fx: Write DepthStencilView types.
2024-02-22 22:45:27 +01:00
Nikolay Sivov
371be3b60a
vkd3d-shader/hlsl: Add DepthStencilView object type.
2024-02-22 22:45:26 +01:00
Nikolay Sivov
9632adaaec
vkd3d-shader/fx: Handle fx_4+ UAV types.
2024-02-22 22:45:24 +01:00
Nikolay Sivov
e5f4f60214
vkd3d-shader/fx: Handle fx_4+ texture types.
2024-02-22 22:45:23 +01:00
Nikolay Sivov
a6057a1365
vkd3d-shader/fx: Add initial support for writing object variables.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-02-22 22:45:22 +01:00
Nikolay Sivov
c2b1714c5c
vkd3d-shader/hlsl: Add RenderTargetView object type.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-02-22 22:45:21 +01:00
Giovanni Mascellani
9c678532a7
vkd3d-shader/ir: Dump the domination relationship.
2024-02-22 22:45:16 +01:00
Giovanni Mascellani
04c2852c1a
vkd3d-shader/ir: Compute the domination relationship.
2024-02-22 22:45:15 +01:00
Giovanni Mascellani
2573d86ccf
vkd3d-shader/ir: Dump the control flow graph in the GraphViz format.
2024-02-22 22:45:14 +01:00
Giovanni Mascellani
da037b61ba
vkd3d-shader/ir: Build a representation of the control flow graph.
2024-02-22 22:45:13 +01:00
Conor McCarthy
1dffc281c9
vkd3d-shader/dxil: Implement DX intrinsic RawBufferStore.
2024-02-22 22:45:08 +01:00
Conor McCarthy
cab8b781ab
vkd3d-shader/dxil: Handle raw and structured buffers in sm6_parser_emit_dx_buffer_store().
2024-02-22 22:45:07 +01:00
Conor McCarthy
ce1875c435
vkd3d-shader/dxil: Implement DX intrinsic BufferStore.
2024-02-22 22:45:06 +01:00
Petrichor Park
02a3667822
vkd3d-shader/hlsl: Implement atan and atan2.
...
Also narrows some more todos on the tests.
2024-02-21 23:23:13 +01:00
Petrichor Park
69294c290b
vkd3d-shader/hlsl: Implement acos and asin trig intrinsics.
...
Tests have already been implemented in 92044d5e; this commit also reduces
the scope of some of the todos (because now they're implemented!).
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55154
2024-02-21 23:23:11 +01:00
Henri Verbeet
d4223a03c8
vkd3d-shader/hlsl: Replace HLSL_MODIFIER_RASTERIZER_ORDERED with a hlsl_type.e.resource flag.
2024-02-21 23:23:08 +01:00
Henri Verbeet
49d14613a5
vkd3d-shader/hlsl: Introduce hlsl_type.e.resource.
2024-02-21 23:23:06 +01:00
Conor McCarthy
d9c68ee481
vkd3d-shader/dxil: Handle resource descriptor additional tag/value pairs.
...
These are tag/value pairs, and the current code only works if an element
type or element stride pair is present at index zero.
2024-02-20 22:50:19 +01:00
Conor McCarthy
96a0685ba6
vkd3d-shader/dxil: Implement DX intrinsic AtomicCompareExchange.
2024-02-20 22:50:16 +01:00
Conor McCarthy
560c9413c3
vkd3d-shader/dxil: Implement DX intrinsic AtomicBinOp.
2024-02-20 22:50:15 +01:00
Evan Tang
7b41abaa1b
vkd3d-shader/hlsl: Support SV_PrimitiveID in pixel shaders.
2024-02-19 21:12:23 +01:00
Francisco Casas
8df34fce62
vkd3d-shader/hlsl: Emit fixme on non-direct resource stores.
...
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com>
These may happen when storing to structured buffers, and we are not
handling them properly yet. The included test reaches unreacheable code
before this patch.
Storing to buffers is complicated since we need to split the index
chain in two paths:
- The path within the variable where the resource is.
- The subpath to the part of the resource element that is being stored
to.
For now, we will emit a fixme when the index chain in the lhs is not a
direct resource access.
2024-02-19 21:12:14 +01:00
Nikolay Sivov
315b7c5a42
vkd3d-shader/fx: Do not align structured data section.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-02-19 21:12:09 +01:00
Nikolay Sivov
c107ec03b8
vkd3d-shader/fx: Add initial support for writing buffers descriptions.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-02-19 21:12:08 +01:00
Nikolay Sivov
656c068b32
vkd3d-shader/fx: Do not align strings for fx_4/fx_5 profiles.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-02-19 21:12:07 +01:00
Nikolay Sivov
d5f562d994
vkd3d-shader/fx: Use variable pointer in write_group().
...
The helper will need to access group annotations later, and these are
available for variables.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-02-19 21:12:05 +01:00
Francisco Casas
c249461e97
vkd3d-shader/hlsl: Parse Buffer types.
2024-02-19 21:11:55 +01:00
Francisco Casas
e1c759e1c9
vkd3d-shader/hlsl: Record valid methods in object_methods[].
...
Also, call hlsl_sampler_dim_count() and hlsl_offset_dim_count() after
type checking, to avoid reaching unreacheable cases.
2024-02-19 21:11:46 +01:00
Evan Tang
ee867bd470
vkd3d-shader/hlsl: Parse rasteriser-ordered view types.
2024-02-15 23:29:46 +01:00
Francisco Casas
e3ed5ac77e
vkd3d-shader/hlsl: Lower casts to int for SM1.
2024-02-15 23:29:39 +01:00
Francisco Casas
4b5c7e3721
vkd3d-shader/d3dbc: Implement casts from ints to floats as a MOV.
...
For temporary registers, SM1-SM3 integer types are internally
represented as floating point, so, in order to perform a cast
from ints to floats we need a mere MOV.
For constant integer registers "iN" there is no operation for casting
from a floating point register to them. For address registers "aN", and
the loop counting register "aL", vertex shaders have the "mova" operation
but we haven't used these registers in any way yet.
We probably would want to introduce these as synthetic variables
allocated in a special register set. In that case we have to remember to
use MOVA instead of MOV in the store operations, but they shouldn't be src
or dst of CAST operations.
Regarding constant integer registers, in some shaders, constants are
expected to be received formatted as an integer, such as:
int m;
float4 main() : sv_target
{
float4 res = {0, 0, 0, 0};
for (int k = 0; k < m; ++k)
res += k;
return res;
}
which compiles as:
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// m i0 1
//
ps_3_0
def c0, 0, 1, 0, 0
mov r0, c0.x
mov r1.x, c0.x
rep i0
add r0, r0, r1.x
add r1.x, r1.x, c0.y
endrep
mov oC0, r0
but this only happens if the integer constant is used directly in an
instruction that needs it, and as I said there is no instruction that
allows converting them to a float representation.
Notice how a more complex shader, that performs operations with this
integer variable "m":
int m;
float4 main() : sv_target
{
float4 res = {0, 0, 0, 0};
for (int k = 0; k < m * m; ++k)
res += k;
return res;
}
gives the following output:
// Registers:
//
// Name Reg Size
// ------------ ----- ----
// m c0 1
//
ps_3_0
def c1, 0, 0, 1, 0
defi i0, 255, 0, 0, 0
mul r0.x, c0.x, c0.x
mov r1, c1.y
mov r0.y, c1.y
rep i0
mov r0.z, r0.x
break_ge r0.y, r0.z
add r1, r0.y, r1
add r0.y, r0.y, c1.z
endrep
mov oC0, r1
Meaning that the uniform "m" is just stored as a floating point in
"c0", the constant integer register "i0" is just set to 255 (hoping
it is a high enough value) using "defi", and the "break_ge"
involving c0 is used to break from the loop.
We could potentially use this approach to implement loops from SM3
without expecting the variables being received as constant integer
registers.
According to the D3D documentation, for SM1-SM3 constant integer
registers are only used by the 'loop' and 'rep' instructions.
2024-02-15 23:29:37 +01:00
Conor McCarthy
6e634ad690
vkd3d-shader: Raise the instruction parameter allocation size if necessary.
...
Monolithic switch instructions have no definite case count limit.
2024-02-14 21:48:38 +01:00
Conor McCarthy
55c28e94f8
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_vselect().
2024-02-14 21:48:32 +01:00
Conor McCarthy
c89627ec73
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_store().
2024-02-14 21:48:31 +01:00
Conor McCarthy
4c7d956bdb
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_load().
2024-02-14 21:48:30 +01:00
Conor McCarthy
04a9340164
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_extractval().
2024-02-14 21:48:28 +01:00
Conor McCarthy
3c1ad054f0
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_cmp2().
2024-02-14 21:48:26 +01:00
Conor McCarthy
cddb696499
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_cast().
2024-02-14 21:48:25 +01:00
Conor McCarthy
76455580e2
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_texture_load().
2024-02-14 21:48:24 +01:00
Conor McCarthy
d04a8ea893
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_split_double().
2024-02-14 21:48:23 +01:00
Conor McCarthy
8c3512bd10
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_sincos().
2024-02-14 21:48:22 +01:00
Conor McCarthy
cc5293bb4f
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_buffer_load().
2024-02-14 21:48:21 +01:00
Conor McCarthy
6e3e200e96
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_load_input().
2024-02-14 21:48:20 +01:00
Conor McCarthy
eb1bfaa821
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_tertiary().
2024-02-14 21:48:19 +01:00
Conor McCarthy
1a2de25273
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_cbuffer_load().
2024-02-14 21:48:18 +01:00
Conor McCarthy
0a23c81196
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_binary().
2024-02-14 21:48:17 +01:00
Conor McCarthy
83e6ee4b3d
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_unary().
2024-02-14 21:48:14 +01:00
Conor McCarthy
217eb06f37
vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_binop().
2024-02-14 21:48:13 +01:00
Conor McCarthy
5a76cedf87
vkd3d-shader/dxil: Implement DX intrinsic SampleGrad.
2024-02-14 21:48:08 +01:00
Conor McCarthy
5178fb7364
vkd3d-shader/dxil: Implement DX intrinsic Sample.
2024-02-14 21:48:06 +01:00
Conor McCarthy
0a3eb61170
vkd3d-shader/dxil: Load sampler descriptors.
2024-02-14 21:48:03 +01:00
Giovanni Mascellani
5905489b7f
vkd3d-shader/hlsl: Free the selector in postfix_expr (Valgrind).
2024-02-09 22:47:46 +01:00
Giovanni Mascellani
a10de1b239
vkd3d-shader/hlsl: Free the individual attributes in func_prototype (Valgrind).
2024-02-09 22:47:45 +01:00
Giovanni Mascellani
049327a270
vkd3d-shader/hlsl: Free the parse initializer in attribute (Valgrind).
2024-02-09 22:47:44 +01:00
Giovanni Mascellani
521082afbe
vkd3d-shader/hlsl: Free variable identifiers in primary_expr (Valgrind).
2024-02-09 22:47:42 +01:00
Conor McCarthy
625e289574
vkd3d-shader/dxil: Handle hyperbolic trigonometric functions in sm6_parser_emit_dx_unary().
2024-02-07 22:59:23 +01:00
Conor McCarthy
c35ec4f820
vkd3d-shader/dxil: Implement DX intrinsic TextureStore.
2024-02-07 22:59:18 +01:00
Conor McCarthy
efddcc9a99
vkd3d-shader/dxil: Support forward-referenced value ids.
2024-02-07 22:59:10 +01:00
Conor McCarthy
7f87a3e5fc
vkd3d-shader/spirv: Handle the ACOS, ASIN and ATAN instructions in spirv_compiler_emit_ext_glsl_instruction().
2024-02-06 23:09:55 +01:00
Conor McCarthy
19d23fa696
vkd3d-shader/dxil: Handle inverse trigonometric functions in sm6_parser_emit_dx_unary().
2024-02-06 23:09:53 +01:00
Giovanni Mascellani
51f13391e6
vkd3d-shader/ir: Introduce a simple control flow graph structurizer.
...
The structurizer is implemented along the lines of what is usually called
the "structured program theorem": the control flow is completely
virtualized by mean of an additional TEMP register which stores the
block index which is currently running. The whole program is then
converted to a huge switch construction enclosed in a loop, executing
at each iteration the appropriate block and updating the register
depending on block jump instruction.
The algorithm's generality is also its major weakness: it accepts any
input program, even if its CFG is not reducible, but the output
program lacks any useful convergence information. It satisfies the
letter of the SPIR-V requirements, but it is expected that it will
be very inefficient to run on a GPU (unless a downstream compiler is
able to devirtualize the control flow and do a proper convergence
analysis pass). The algorithm is however very simple, and good enough
to at least pass tests, enabling further development. A better
alternative is expected to be upstreamed incrementally.
Side note: the structured program theorem is often called the
Böhm-Jacopini theorem; Böhm and Jacopini did indeed prove a variation
of it, but their algorithm is different from what is commontly attributed
to them and implemented here, so I opted for not using their name.
2024-02-06 23:07:07 +01:00
Giovanni Mascellani
19aef21369
vkd3d-shader/ir: Handle PHI nodes when materializing SSA registers.
...
PHI nodes cannot be used with TEMP registers, so they have to be
converted to MOV/MOVC nodes and moved before the BRANCH node.
2024-02-06 23:07:03 +01:00
Giovanni Mascellani
e0d3e9c376
vkd3d-shader/ir: Materialize SSA registers to temporaries.
...
For simplicity PHI nodes are not currently handled.
The goal for this pass is to make the CFG structurizer simpler, because
it doesn't have to care about the more rigid rules SSA registers have
to satisfy than TEMP registers.
It is likely that the generated code will be harder for downstream
compilers to optimize and execute efficiently, so once a complete
structurizer is in place this pass should be removed, or at least
greatly reduced in scope.
2024-02-06 23:07:00 +01:00
Giovanni Mascellani
eb723a8d2b
vkd3d-shader/spirv: Support bool TEMP registers.
2024-02-06 23:06:58 +01:00
Giovanni Mascellani
49f0fd42b8
vkd3d-shader/spirv: Move bool casting helpers above register loading helpers.
2024-02-06 23:06:55 +01:00
Giovanni Mascellani
ee994e95dd
vkd3d-shader/spirv: Convert the swizzle according to the source bit width.
...
Fixes: 1f536238a8
2024-02-06 23:06:53 +01:00
Giovanni Mascellani
674f86042d
vkd3d-shader/dxil: Set the register before calling src_param_init_scalar().
...
Which uses the register to compute the appropriate swizzle.
Fixes: 1f536238a8
2024-02-06 23:06:49 +01:00
Conor McCarthy
95e4222cc6
vkd3d-shader/spirv: Emit a vector bitcast if necessary in spirv_compiler_emit_load_ssa_reg().
2024-02-01 22:25:04 +01:00
Conor McCarthy
ebec0aa434
vkd3d-shader/dxil: Implement DX intrinsic TextureLoad.
2024-02-01 22:25:02 +01:00
Conor McCarthy
e6d52861e9
vkd3d-shader/dxil: Implement DX intrinsic SplitDouble.
2024-02-01 22:24:58 +01:00
Giovanni Mascellani
cc72a8d311
vkd3d-shader/spirv: Free binary SPIR-V code (Valgrind).
2024-02-01 00:08:28 +01:00
Henri Verbeet
d38221bd68
vkd3d-shader/ir: Pass a struct vsir_program to shader_parser_get_src_params().
2024-02-01 00:08:23 +01:00
Henri Verbeet
47ec24ebad
vkd3d-shader/ir: Pass a struct vsir_program to shader_parser_get_dst_params().
2024-02-01 00:08:22 +01:00
Henri Verbeet
ced8543952
vkd3d-shader: Use vkd3d_atomic_increment_u32() in vkd3d_shader_dump_blob().
2024-02-01 00:08:18 +01:00
Henri Verbeet
fef30dac2c
vkd3d-shader/d3dbc: Do not fail parsing the shader when undeclared inputs are encountered.
...
These can be disassembled by D3DDisassemble() just fine, and perhaps
more importantly, shader model 1 vertex shaders do not require dcl_
instructions in Direct3D 8.
2024-01-29 22:33:46 +01:00
Giovanni Mascellani
edc406d297
vkd3d-shader/ir: Check that SSA registers are used with compatible data types.
...
Specifically, accesses are always 32 bit or always 64 bit.
2024-01-29 22:33:34 +01:00
Giovanni Mascellani
1f536238a8
vkd3d-shader: Use 64 bit swizzles for 64 bit data types in VSIR.
...
The handling of write masks and swizzles for 64 bit data types is
currently irregular: write masks are always 64 bit, while swizzles
are usually 32 bit, except for SSA registers with are 64 bit.
With this change we always use 64 bit swizzles, in order to make
the situation less surprising and make it easier to convert
registers between SSA and TEMP.
64 bit swizzles are always required to have X in their last two
components.
2024-01-29 22:33:33 +01:00
Giovanni Mascellani
2b93aae069
vkd3d-shader: Convert write masks between 32 and 64 bit by cases.
...
There are only three cases, and while the code is longer it is also
hopefully easier to read. Moreover, an error message is casted if
we're doing something unexpected.
2024-01-29 22:33:30 +01:00
Francisco Casas
13f713f74b
vkd3d-shader/hlsl: Turn register(cX) reservations into buffer offset for SM4.
2024-01-29 22:33:27 +01:00
Francisco Casas
c7f7636534
vkd3d-shader/hlsl: Make register(cX) reservations work for SM1.
2024-01-29 22:33:25 +01:00
Conor McCarthy
92f0b37133
vkd3d-shader/spirv: Support 64-bit source value for bitfield instructions.
2024-01-29 22:33:22 +01:00
Conor McCarthy
3bbe374ca8
vkd3d-shader/dxil: Implement DX intrinsic Tertiary.
...
IBFE and UBFE are not emitted for HLSL sources which perform bitfield
extractions, e.g. loading a value from a struct containing bitfields, or
the equivalent done with bit shifts. These instructions are probably
only emitted by the TPF -> DXIL converter, which makes them hard to test.
2024-01-29 22:33:20 +01:00
Giovanni Mascellani
026c502f31
vkd3d-shader/ir: Fixup PHI nodes when lowering switches to selection ladders.
...
A map between the blocks before and after the pass is built and then
used to fix the PHI nodes.
2024-01-29 22:33:17 +01:00
Giovanni Mascellani
378109051c
vkd3d-shader/ir: Lower monolithic switches to selection ladders.
...
PHI nodes must be fixed up after this pass, because the block references
might have become broken. For simplicitly this is not handled yet.
The goal for this pass is to make the CFG structurizer simpler, because
only conditional and unconditional branches must be supported.
Eventually this limitation might be lifted if there is advantage in
doing so.
2024-01-29 22:33:15 +01:00
Giovanni Mascellani
b97edee03d
vkd3d-shader/spirv: Emit an error if merge information is missing.
...
Instead of crashing.
2024-01-29 22:33:14 +01:00
Conor McCarthy
e08c0cfc4f
vkd3d-shader/dxil: Implement DX intrinsic RawBufferLoad.
2024-01-29 22:33:10 +01:00
Conor McCarthy
1bab93843d
vkd3d-shader/dxil: Load raw/structured buffer SRV/UAV descriptors.
2024-01-29 22:33:09 +01:00
Henri Verbeet
fee3b94563
vkd3d-shader: Start an if-block on VKD3DSIH_IFC in vkd3d_shader_scan_instruction().
2024-01-25 22:24:50 +01:00
Conor McCarthy
f954724870
vkd3d-shader/spirv: Handle the TAN instruction in spirv_compiler_emit_ext_glsl_instruction().
2024-01-25 22:24:44 +01:00
Conor McCarthy
93d7c30395
vkd3d-shader/dxil: Handle DX intrinsic Tan in sm6_parser_emit_dx_unary().
2024-01-25 22:24:43 +01:00
Conor McCarthy
2a260b8d56
vkd3d-shader/dxil: Implement DX intrinsics Cos and Sin.
2024-01-25 22:24:41 +01:00
Francisco Casas
cec45da45b
vkd3d-shader/ir: Update flatten_control_flow_constructs() comment.
2024-01-25 22:24:27 +01:00
Conor McCarthy
8ae69c745b
vkd3d-shader/spirv: Handle thread group UAV barriers.
2024-01-25 22:24:23 +01:00
Conor McCarthy
18e9148f58
vkd3d-shader/spirv: Include Uniform in the memory semantics for UAV barriers.
...
The UniformMemory semantic applies the constraints to Uniform storage
class memory, which matches how UAV variables are declared.
2024-01-25 22:24:22 +01:00
Conor McCarthy
adfbecef3c
vkd3d-shader/spirv: Handle globally coherent UAVs.
2024-01-25 22:24:20 +01:00
Henri Verbeet
eabcaf15fb
vkd3d-shader/ir: Use vsir_instruction_is_dcl() in vsir_validate_instruction().
2024-01-24 22:38:36 +01:00
Henri Verbeet
365ad56888
vkd3d-shader/ir: Get rid of shader_instruction_is_dcl().
2024-01-24 22:38:34 +01:00
Conor McCarthy
54f6e6dd67
vkd3d-shader/spirv: Check for FEATURE_FLOAT64 when double precision use is flagged.
2024-01-24 22:38:09 +01:00
Conor McCarthy
e973271a40
vkd3d-shader/spirv: Handle the ISINF and ISNAN instructions in spirv_compiler_emit_alu_instruction().
2024-01-24 22:38:04 +01:00
Conor McCarthy
cd674d593e
vkd3d-shader/spirv: Implement the ISFINITE instruction.
2024-01-24 22:38:03 +01:00
Conor McCarthy
41cce4cbf1
vkd3d-shader/dxil: Handle floating point special value comparisons in sm6_parser_emit_dx_unary().
2024-01-24 22:37:59 +01:00
Francisco Casas
b92f6c448a
vkd3d-shader/ir: Lower texkill instructions to discard_nz.
2024-01-24 22:37:41 +01:00
Francisco Casas
7e75ac63a1
vkd3d-shader/d3dbc: Emit fixme for HLSL_RESOURCE_SAMPLE_LOD.
...
Currently, HLSL_RESOURCE_SAMPLE_LOD is not implemented for d3dbc,
but we are incorrectly writting a texld instruction to handle it.
This causes SM1 tests with the vulkan backend (in following patches)
to fail if VKD3D_SHADER_CONFIG="force_validation" is enabled.
For now a fixme is emited in these cases.
2024-01-24 22:37:38 +01:00
Henri Verbeet
bf628f0c74
vkd3d-shader/ir: Store block names in struct vsir_program.
2024-01-23 20:27:35 +01:00
Henri Verbeet
f3c7d2d05c
vkd3d-shader/ir: Store the block count in struct vsir_program.
2024-01-23 20:27:34 +01:00
Henri Verbeet
98c6e85b33
vkd3d-shader/ir: Store control point counts in struct vsir_program.
2024-01-23 20:27:32 +01:00
Conor McCarthy
e4660fe0e6
vkd3d-shader/spirv: Emit DISCARD as a function call.
2024-01-23 20:26:59 +01:00
Conor McCarthy
367a06d748
vkd3d-shader/dxil: Use strcmp() to find the handle type.
...
We use strcmp() on the same type name elsewhere, and case-insensitive
matching does not seem necessary.
2024-01-23 20:26:53 +01:00
Conor McCarthy
1cca18a228
vkd3d-shader/dxil: Use strcmp() to find function names.
...
Function names are case-sensitive.
2024-01-23 20:26:52 +01:00
Conor McCarthy
4dec25cbde
vkd3d-shader/dxil: Use strcmp() to check the entry point name.
...
Function names are case-sensitive.
2024-01-23 20:26:50 +01:00
Zebediah Figura
a8b0c03912
vkd3d-shader/hlsl: Always cast to bool in if() statements.
...
We emit sm4 if_nz for these, but that does a bitwise comparison to zero, which is wrong for floats.
2024-01-23 20:26:46 +01:00
Zebediah Figura
183172eff4
vkd3d-shader/hlsl: Validate that condition expressions are numeric.
2024-01-23 20:26:45 +01:00
Zebediah Figura
09220edd21
vkd3d-shader/hlsl: Validate the condition data type for loops as well.
2024-01-23 20:26:44 +01:00
Zebediah Figura
c18a349a3f
vkd3d-shader/hlsl: Copy some missing fields in hlsl_type_clone().
2024-01-23 20:26:42 +01:00
Giovanni Mascellani
de9725b6ba
vkd3d-shader/ir: Remove DCL_TEMPS instructions.
...
We have to do work to keep it updated across passes and we never read it.
2024-01-23 20:26:38 +01:00
Giovanni Mascellani
4b869f73bb
vkd3d-shader/ir: Run tracing and validation for DXIL code too.
2024-01-23 20:26:36 +01:00
Conor McCarthy
6df725718a
vkd3d-shader/ir: Refactor return code checking in vkd3d_shader_normalise().
...
We started with only one or two of these but it has become excessive.
Patch originally written by Conor McCarthy and updated by Giovanni Mascellani.
2024-01-23 20:26:34 +01:00
Conor McCarthy
b3903636f7
vkd3d-shader/dxil: Implement DX intrinsic Binary.
2024-01-23 20:26:29 +01:00
Conor McCarthy
6c71cd5a72
vkd3d-shader/dxil: Add an operand type code for the return type.
2024-01-23 20:26:28 +01:00
Nikolay Sivov
0117e4fb7e
vkd3d-shader/fx: Add initial support for writing passes for fx_2_0.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:22 +01:00
Nikolay Sivov
b478f0a300
vkd3d-shader/fx: Add initial support for writing fx_2_0 binaries.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:21 +01:00
Nikolay Sivov
56100d36b1
vkd3d-shader/fx: Check technique type in global scope as well.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:20 +01:00
Nikolay Sivov
2c1905b780
vkd3d-shader/hlsl: Allow annotations on techniques.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:19 +01:00
Nikolay Sivov
76a689d43f
vkd3d-shader/hlsl: Allow annotations on passes.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:18 +01:00
Nikolay Sivov
e72f8f9a30
vkd3d-shader/hlsl: Add passes variables to the techniques.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:16 +01:00
Nikolay Sivov
fe8881747b
vkd3d-shader/hlsl: Add initial support for parsing annotations.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:15 +01:00
Giovanni Mascellani
232b2ad360
vkd3d-shader/ir: Validate PHI instructions.
2024-01-23 20:26:08 +01:00
Giovanni Mascellani
56f9057985
vkd3d-shader/ir: Do not allow IMMCONST and IMMCONST64 as destination registers.
2024-01-23 20:26:06 +01:00
Giovanni Mascellani
21633fcc52
vkd3d-shader/ir: Refactor register-type-specific code in parameter validation.
...
To better accommodate code for other register types.
2024-01-23 20:26:05 +01:00
Giovanni Mascellani
fb6409bda1
vkd3d-shader/ir: Check that all instructions appear in a block.
2024-01-23 20:26:03 +01:00
Giovanni Mascellani
dc56320b31
vkd3d-shader/tpf: Support SV_ViewportArrayIndex in pixel and vertex shaders.
2024-01-22 22:19:14 +01:00
Giovanni Mascellani
3a90f3e29d
vkd3d-shader/tpf: Support SV_InstanceID in vertex shaders.
2024-01-22 22:19:13 +01:00
Giovanni Mascellani
b500381b5c
vkd3d-shader/tpf: Support SV_RenderTargetArrayIndex in pixel and vertex shaders.
2024-01-22 22:19:12 +01:00
Giovanni Mascellani
45495f54f2
vkd3d-shader/spirv: Use capability ShaderViewportIndexLayerEXT for decoration ViewportIndex.
2024-01-22 22:19:11 +01:00
Giovanni Mascellani
6ac525d6c3
vkd3d-shader/spirv: Use capability ShaderViewportIndexLayerEXT for decoration Layer.
...
Capability Geometry allows to use the Layer builtin in geometry and pixel
shaders. For vertex and domain shaders ShaderLayer should be used, but it's only
available starting from SPIR-V 1.5. ShaderViewportIndexLayerEXT can be used
instead with extension SPV_EXT_shader_viewport_index_layer.
2024-01-22 22:19:09 +01:00
Henri Verbeet
adc02eada8
vkd3d-shader/ir: Store the temporary register count in struct vsir_program.
2024-01-22 22:18:53 +01:00
Henri Verbeet
94ca46916a
vkd3d-shader/ir: Store the SSA register count in struct vsir_program.
2024-01-22 22:18:52 +01:00
Henri Verbeet
7b85cd6a31
vkd3d-shader/ir: Store the "use_vocp" field in struct vsir_program.
2024-01-22 22:18:51 +01:00
Henri Verbeet
23dcd4f22b
vkd3d-shader/ir: Store the shader version in struct vsir_program.
2024-01-22 22:18:50 +01:00
Henri Verbeet
fc9043be3c
vkd3d-shader/ir: Introduce struct vsir_program.
2024-01-22 22:18:48 +01:00
Conor McCarthy
55c7cd5c22
vkd3d-shader/dxil: Handle semantic kind ISFRONTFACE.
2024-01-22 22:18:33 +01:00
Conor McCarthy
9f409b67d7
vkd3d-shader/dxil: Handle semantic kind VERTEXID.
2024-01-22 22:18:32 +01:00
Conor McCarthy
ca7487a56d
vkd3d-shader/spirv: Handle UINT32_MAX result from FIRSTBIT_HI and FIRSTBIT_SHI instructions.
2024-01-22 22:18:27 +01:00
Conor McCarthy
bfdc8b31a3
vkd3d-shader/dxil: Implement DX intrinsic BufferLoad for typed buffers.
2024-01-22 22:18:21 +01:00
Conor McCarthy
85052ba93e
vkd3d-shader/dxil: Load typed UAV descriptors.
2024-01-22 22:18:19 +01:00
Conor McCarthy
89d1ef83f4
vkd3d-shader/dxil: Load typed SRV descriptors.
2024-01-22 22:18:18 +01:00
Conor McCarthy
5ebe0cc717
vkd3d-shader/spirv: Do not assert VKD3D_DATA_UINT in spirv_compiler_emit_ld_raw_structured_srv_uav().
2024-01-22 22:18:17 +01:00
Conor McCarthy
80d7ea2924
vkd3d-shader/dxil: Pass the code block and instruction in a struct to intrinsic handlers.
...
Simplifies handling of intrinsics which need to emit more than one
instruction.
2024-01-22 22:18:16 +01:00
Henri Verbeet
f69c8b1cc4
vkd3d-shader/d3dbc: Store the "offset" field as an unsigned int in hlsl_sm1_register_from_semantic().
2024-01-18 23:16:06 +01:00
Giovanni Mascellani
67902d4304
vkd3d-shader/ir: Validate RET instructions.
2024-01-18 23:15:58 +01:00
Giovanni Mascellani
af96730276
vkd3d-shader/ir: Validate SWITCH_MONOLITHIC instructions.
2024-01-18 23:15:57 +01:00
Giovanni Mascellani
46ebb404d7
vkd3d-shader/ir: Validate BRANCH instructions.
2024-01-18 23:15:56 +01:00
Giovanni Mascellani
bc9db34cdc
vkd3d-shader/ir: Validate LABEL instructions.
2024-01-18 23:15:55 +01:00
Giovanni Mascellani
dd1b2feec0
vkd3d-shader/ir: Validate LABEL registers.
2024-01-18 23:15:54 +01:00
Giovanni Mascellani
17f4afc2b5
vkd3d-shader/ir: Validate that structured CF does not appear in block-based shaders.
2024-01-18 23:15:53 +01:00
Giovanni Mascellani
1d45b7a422
vkd3d-shader/spirv: Normalise the shader before allocating registers.
...
So registers are allocated after normalisation (which could require
additional registers).
2024-01-18 23:15:48 +01:00
Zebediah Figura
9ad48f16ea
vkd3d-shader/hlsl: Forbid mismatched argument types in ternaries.
2024-01-18 23:15:44 +01:00
Zebediah Figura
275901557c
vkd3d-shader/hlsl: Handle scalar values in ternaries.
2024-01-18 23:15:43 +01:00
Zebediah Figura
11112798c8
vkd3d-shader/hlsl: Handle scalar conditions in ternaries.
2024-01-18 23:15:42 +01:00
Zebediah Figura
2c8751478f
vkd3d-shader/hlsl: Forbid objects in ternary conditions.
2024-01-18 23:15:41 +01:00
Giovanni Mascellani
38fdf24002
vkd3d-shader: Make relative address sources mutable too.
...
They were forgotten in 78d95889bd
.
Fixes: 78d95889bd
2024-01-18 23:15:35 +01:00
Conor McCarthy
83851133c5
vkd3d-shader/ir: Set merged signature element interpolation mode only from used elements.
2024-01-18 23:15:27 +01:00
Conor McCarthy
b8280e4210
vkd3d-shader/ir: Revert "Do not merge signature elements which have different interpolation modes.".
...
This reverts commit b5c067b41a
.
The commit causes regressions in other shaders because unused elements
do not have an interpolation mode.
2024-01-18 23:15:25 +01:00
Conor McCarthy
efe800f7f0
vkd3d-shader/dxil: Handle the DXIL SWITCH instruction.
2024-01-18 23:15:14 +01:00
Conor McCarthy
ba1ee27b4b
vkd3d-shader/dxil: Handle the DXIL PHI instruction.
2024-01-18 23:15:12 +01:00
Conor McCarthy
8a5804eb43
vkd3d-shader/dxil: Handle the DXIL BR instruction conditional variant.
2024-01-18 23:15:10 +01:00
Conor McCarthy
c9493884ef
vkd3d-shader/dxil: Handle the DXIL BR instruction unconditional variant.
2024-01-18 23:15:03 +01:00
Conor McCarthy
9e964fa0c7
vkd3d-shader/dxil: Introduce a code block terminator struct.
2024-01-18 23:15:01 +01:00
Conor McCarthy
c40093474e
vkd3d-shader/tpf: Validate sysvals in index range declarations.
2024-01-17 22:29:01 +01:00
Conor McCarthy
4c30b23821
vkd3d-shader: Make the control point count the outer dimension of I/O arrays.
...
The relative-addressed case in shader_register_normalise_arrayed_addressing()
leaves the control point id in idx[0], while for constant register
indices it is placed in idx[1]. The latter case could be fixed instead,
but placing the control point count in the outer dimension is more
logical.
2024-01-17 22:28:59 +01:00
Conor McCarthy
418e8d8100
vkd3d-shader/ir: Expand index range write masks to cover all element masks.
...
For example, this occurred in a shader:
reg_idx write_mask
0 xyz
1 xyzw
2 xyzw
3 xyz
The dcl_indexrange instruction covered only xyz, so once merged, searching for
xyzw failed.
It is impossible to declare an input array where elements have different
component counts, but the optimiser can create this case. One way for
this to occur is to dynamically index input values via a local array
containing copies of the input values. The optimiser converts this to
dynamically indexed inputs.
2024-01-17 22:28:56 +01:00
Zebediah Figura
16962ac6f1
vkd3d-shader/hlsl: Allow non-numeric types in the ternary operator.
2024-01-17 22:28:51 +01:00
Zebediah Figura
46bd099341
vkd3d-shader/hlsl: Separate an add_ternary() helper.
2024-01-17 22:28:50 +01:00
Zebediah Figura
a5549bae38
vkd3d-shader/hlsl: Do not try to lower ternaries of types other than scalar or vector.
2024-01-17 22:28:49 +01:00
Zebediah Figura
e0b1f2e273
vkd3d-shader/hlsl: Remove a redundant definition of the "float" type.
2024-01-17 22:28:47 +01:00
Conor McCarthy
559d9d4ee0
vkd3d-shader/ir: Include an initial label instruction in the first control flow block.
2024-01-17 22:28:41 +01:00
Conor McCarthy
d402804851
vkd3d-shader/spirv: Do not emit function code before the main prolog.
2024-01-17 22:28:40 +01:00
Conor McCarthy
b4b2b0d3ac
vkd3d-shader/spirv: Declare indexable temps as Private unless function scope is specified.
2024-01-17 22:28:39 +01:00
Conor McCarthy
37d9dba512
vkd3d-shader/ir: Store code block names in struct vkd3d_shader_desc.
2024-01-17 22:28:38 +01:00
Conor McCarthy
ffc65215ba
vkd3d-shader/ir: Flatten SWITCH/CASE/DEFAULT/ENDSWITCH control flow instructions.
2024-01-17 22:28:36 +01:00
Conor McCarthy
dcb8527327
vkd3d-shader/ir: Flatten LOOP/BREAK/CONTINUE/ENDLOOP control flow instructions.
2024-01-17 22:28:35 +01:00
Conor McCarthy
e1dddc01b7
vkd3d-shader/ir: Flatten IF/ELSE/ENDIF control flow instructions.
2024-01-17 22:28:34 +01:00
Conor McCarthy
f3d464de0e
vkd3d-shader/spirv: Handle RETP in spirv_compiler_handle_instruction().
2024-01-17 22:28:33 +01:00
Conor McCarthy
bc1b5e7132
vkd3d-shader/spirv: Handle DISCARD and TEXKILL in spirv_compiler_handle_instruction().
2024-01-17 22:28:31 +01:00
Conor McCarthy
db0d51675c
vkd3d-shader/spirv: Emit descriptor offset loads in the function entry block.
...
Ensures they are loaded only once per function independent of the
control flow graph.
2024-01-17 22:28:29 +01:00
Henri Verbeet
68b898fcb6
vkd3d-shader/tpf: Store the "precise" mask as a uint32_t in shader_sm4_read_instruction().
2024-01-15 19:58:22 +01:00
Henri Verbeet
ad2af68d2a
vkd3d-shader/tpf: Store the "recognized_bits" mask as a uint32_t in shader_sm4_read_instruction_modifier().
2024-01-15 19:58:21 +01:00
Henri Verbeet
b8903f5526
vkd3d-shader/tpf: Store the current token as a uint32_t in shader_sm4_read_dst_param().
2024-01-15 19:58:20 +01:00
Henri Verbeet
fd854bc0c0
vkd3d-shader/tpf: Store the current token as a uint32_t in shader_sm4_read_src_param().
2024-01-15 19:58:19 +01:00
Henri Verbeet
c5facd4e03
vkd3d-shader/tpf: Store the "addressing" token as a uint32_t in shader_sm4_read_param().
2024-01-15 19:58:18 +01:00
Henri Verbeet
b1c538e0fe
vkd3d-shader/tpf: Store the "components" token as a uint32_t in shader_sm4_read_dcl_resource().
2024-01-15 19:58:17 +01:00
Henri Verbeet
9896394220
vkd3d-shader/tpf: Pass a uint32_t modifier token to shader_sm4_read_instruction_modifier().
2024-01-15 19:58:15 +01:00
Nikolay Sivov
1a036ddff6
vkd3d-shader/fx: Do not write the same string twice.
2024-01-15 19:57:43 +01:00
Nikolay Sivov
e7d65d39ba
vkd3d-shader/fx: Initial support for fx_5_0 output.
2024-01-15 19:57:42 +01:00
Nikolay Sivov
8014c11e88
vkd3d-shader/fx: Write empty passes blocks.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-15 19:57:41 +01:00
Nikolay Sivov
e1dca9b27a
vkd3d-shader/hlsl: Add a scope for technique variables.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-15 19:57:39 +01:00
Nikolay Sivov
0a6d842ed1
vkd3d-shader/hlsl: Rename the rule for an optional name.
...
Names are optional for both techniques and passes.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-15 19:57:37 +01:00
Francisco Casas
43ff28b00b
vkd3d-shader/hlsl: Emit fixmes on non-constant vector addressing.
...
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56162
Storing to a vector component using a non-constant index is not allowed
on profiles lower than 6.0. Unless this happens inside a loop that can be
unrolled, which we are not doing yet.
For this reason, a validate_nonconstant_vector_store_derefs pass is
added to detect these cases.
Ideally we would want to emit an hlsl_error on this pass, but before
implementing loop unrolling, we could reach this point on valid HLSL.
Also, as pointed out by Nikolay in the mentioned bug, currently
new_offset_from_path_index() fails an assertion when this happens,
because it expects an hlsl_ir_constant, so a check is added.
It also felt correct to emit an hlsl_fixme there, despite the
redundancy.
2024-01-15 19:57:12 +01:00
Giovanni Mascellani
b0c8a47f9d
vkd3d-shader/ir: Check that SSA registers are used validly.
...
Specifically, they are assigned only once and only assigned components
are used.
Right now we don't check that the assignment dominates all usages.
2024-01-15 19:57:01 +01:00
Giovanni Mascellani
26bebe8f91
vkd3d-shader/ir: Check that SSA registers have consistent dimensions.
2024-01-15 19:57:00 +01:00
Giovanni Mascellani
7503429555
vkd3d-shader/ir: Check that TEMP registers have consistent dimensions.
2024-01-15 19:56:59 +01:00
Giovanni Mascellani
fbd77486de
vkd3d-shader/ir: Use vkd3d_free() instead of free().
2024-01-15 19:56:58 +01:00
Giovanni Mascellani
26c6a87268
vkd3d-shader/ir: Simplify control flow in vsir_validate_register().
2024-01-15 19:56:56 +01:00
Conor McCarthy
52902b042f
vkd3d-shader/spirv: Support vector source param for FIRSTBIT_HI and FIRSTBIT_SHI instructions.
2024-01-15 19:56:35 +01:00
Henri Verbeet
3e2ace8d33
vkd3d-shader/dxbc: Use sizeof(uint32_t) instead of sizeof(DWORD) in calls to require_space().
2024-01-11 23:05:56 +01:00
Henri Verbeet
69350e1ff0
vkd3d-shader/dxbc: Pass an unsigned int count to shader_parse_root_parameters1().
2024-01-11 23:05:54 +01:00
Henri Verbeet
04acc52496
vkd3d-shader/dxbc: Pass a size_t offset to shader_get_string().
2024-01-11 23:05:52 +01:00
Conor McCarthy
ac9b14599f
vkd3d-shader/dxil: Avoid null dereference on failure to find function pointer type.
...
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55684
2024-01-11 23:05:17 +01:00
Giovanni Mascellani
78d95889bd
vkd3d-shader: Make *src and *dst mutable in vkd3d_shader_instruction.
...
They were originally made const because no optimization/normalization
pass existed. Now having to cast away const all the time is becoming
more and more burdening.
2024-01-11 23:05:11 +01:00
Henri Verbeet
fd8a0d7fb6
vkd3d-shader/spirv: Pass a uint32_t write mask to spirv_compiler_emit_neg().
2024-01-11 23:05:03 +01:00
Henri Verbeet
b4da553d28
vkd3d-shader/spirv: Pass a uint32_t write mask to spirv_compiler_emit_abs().
2024-01-11 23:05:02 +01:00
Henri Verbeet
97acca715e
vkd3d-shader/spirv: Pass a uin32_t write mask to spirv_compiler_emit_load_src().
2024-01-11 23:05:01 +01:00
Henri Verbeet
5c2d0f42b5
vkd3d-shader/spirv: Pass a uint32_t write mask to vkd3d_symbol_set_register_info().
2024-01-11 23:05:00 +01:00
Henri Verbeet
9dd5b2840f
vkd3d-shader: Recognise DESCRIPTORS_STATIC_KEEPING_BUFFER_BOUNDS_CHECKS in shader_validate_descriptor_range1().
2024-01-11 23:04:54 +01:00
Nikolay Sivov
a0207436f2
vkd3d-shader/tpf: Add initial support for writing fx_4_0/fx_4_1 binaries.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-11 23:04:48 +01:00
Nikolay Sivov
9494b72224
vkd3d-shader: Add separate binary target type for effects.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-11 23:04:48 +01:00
Nikolay Sivov
e527d7c1e7
vkd3d-shader/hlsl: Handle effect group statement.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-11 23:04:46 +01:00
Nikolay Sivov
f7a02a5da2
vkd3d-shader/hlsl: Add variables for techniques.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-11 23:04:45 +01:00
Nikolay Sivov
8494342fa0
vkd3d-shader/hlsl: Rename rule for top-level techniques.
...
Only technique10 and technique11 types could be nested in groups.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-11 23:04:43 +01:00
Nikolay Sivov
c3af1f9989
vkd3d-shader/hlsl: Add 'fxgroup' token.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-11 23:04:42 +01:00
Giovanni Mascellani
017f86aaaf
vkd3d-shader/d3d-asm: Guess a sensible data type for literals.
...
When the typing information is not reliable.
2024-01-11 23:04:34 +01:00
Henri Verbeet
3344c4e93d
vkd3d-shader/hlsl: Store modifier flags as a uint32_t.
2024-01-08 21:45:26 +01:00
Henri Verbeet
fafe2a1dba
vkd3d-shader/hlsl: Store swizzles as a uint32_t.
2024-01-08 21:45:24 +01:00
Giovanni Mascellani
7f9803620f
vkd3d-shader/spirv: Specify behavior for bit field instructions.
...
Bit field instructions in SPIR-V do not specify what happens when
offset + count exceeds the type bit width. After this commit we
refine the emitted code's behavior to match TPF.
This fixes a few failures on MoltenVK.
2024-01-08 21:44:52 +01:00
Henri Verbeet
5b9a0dfaea
vkd3d-shader/ir: Store destination parameter shifts as an unsigned int.
2024-01-04 22:23:54 +01:00
Henri Verbeet
4b5d3a078b
vkd3d-shader/ir: Store destination parameter modifier flags as a uint32_t.
2024-01-04 22:23:52 +01:00
Henri Verbeet
60842b7181
vkd3d-shader/ir: Store source parameter swizzles as a uint32_t.
2024-01-04 22:23:51 +01:00
Henri Verbeet
9f4ca3bc9c
vkd3d-shader/ir: Store instruction flags as a uint32_t.
2024-01-04 22:23:49 +01:00
Giovanni Mascellani
bd9118cac4
vkd3d-shader/ir: Validate destination write masks depending on the dimension.
2024-01-04 22:23:25 +01:00
Giovanni Mascellani
15e7711786
vkd3d-shader/ir: Validate source swizzles depending on the dimension.
2024-01-04 22:23:24 +01:00
Giovanni Mascellani
e91da41dea
vkd3d-shader/ir: Validate SSA registers.
2024-01-04 22:23:23 +01:00
Giovanni Mascellani
e29ae1550c
vkd3d-shader/dxil: Create constant buffer registers with dimension vec4.
2024-01-04 22:23:21 +01:00
Giovanni Mascellani
df2ae56de8
vkd3d-shader/d3dbc: Override the write mask when the destination is not vec4.
2024-01-04 22:23:20 +01:00
Zebediah Figura
1ce7e3d8b1
vkd3d-shader/d3dbc: Assign unique register indices for VKD3DSPR_RASTOUT.
2024-01-04 22:23:09 +01:00
Zebediah Figura
3f52fda8ad
vkd3d-shader: Lower shader model 1/2 inter-stage I/O to a flat array.
...
An alternative is that we stash the reg_type in the signature, but this seems
far simpler for the backend to deal with.
2024-01-04 22:23:07 +01:00
Giovanni Mascellani
3bafee344d
vkd3d-shader/dxil: Use vkd3d_shader_parser_error() for error reporting when available.
2024-01-03 22:38:26 +01:00
Giovanni Mascellani
a02cd1cf64
vkd3d-shader/dxil: Do not use the parser before it is initialized.
2024-01-03 22:38:24 +01:00
Conor McCarthy
111818eabb
vkd3d-shader/dxil: Pre-allocate instruction space for globals in sm6_parser_globals_init().
...
For simplicity, declaration handlers assume instruction allocation will
not fail.
2024-01-03 22:38:21 +01:00
Conor McCarthy
8aa6e2228e
vkd3d-shader/dxil: Count global variables in dxil_block_compute_module_decl_count().
2024-01-03 22:38:19 +01:00
Henri Verbeet
ed4f3f3272
vkd3d-shader/ir: Rename the "immconst_double" field of struct vkd3d_shader_register to "immconst_f64".
2024-01-03 22:37:49 +01:00
Henri Verbeet
7f94fda05c
vkd3d-shader/ir: Rename the "immconst_uint64" field of struct vkd3d_shader_register to "immconst_u64".
2024-01-03 22:37:43 +01:00
Henri Verbeet
05a542ba00
vkd3d-shader/ir: Rename the "immconst_float" field of struct vkd3d_shader_register to "immconst_f32".
2024-01-03 22:37:41 +01:00
Henri Verbeet
e33d3b3954
vkd3d-shader/ir: Rename the "immconst_uint" field of struct vkd3d_shader_register to "immconst_u32".
...
For consistency with the rest of vkd3d-shader; e.g. put_u32() and
read_u32().
2024-01-03 22:37:39 +01:00
Conor McCarthy
78343dcf87
vkd3d-shader/spirv: Decorate non-float32 non-built-in pixel shader inputs as Flat.
...
As per VUID-StandaloneSpirv-Flat-04744. Not strictly a regression, but
revealed by 66cb2815f
because it declares unused inputs.
2024-01-02 23:03:59 +01:00
Conor McCarthy
812f01c2e2
vkd3d-shader/spirv: Handle ITOI and UTOU in spirv_compiler_map_alu_instruction().
...
These instructions perform integer casts to/from 64 bits.
2024-01-02 23:03:07 +01:00
Conor McCarthy
1eaa7d1dbe
vkd3d-shader/spirv: Support UINT64 source in spirv_compiler_emit_bool_cast().
2024-01-02 23:03:06 +01:00
Conor McCarthy
99924d913b
vkd3d-shader/spirv: Support 64-bit sources in spirv_compiler_emit_int_div().
2024-01-02 23:03:05 +01:00
Conor McCarthy
13459a55f1
vkd3d-shader/spirv: Introduce a UINT64 component type.
2024-01-02 23:03:04 +01:00
Conor McCarthy
fe44873979
vkd3d-shader/spirv: Introduce a data_type_is_64_bit() helper function.
2024-01-02 23:03:03 +01:00
Conor McCarthy
511c66d595
vkd3d-shader/spirv: Use data_type_is_integer() in spirv_compiler_emit_neg().
2024-01-02 23:03:02 +01:00
Henri Verbeet
f96a791807
vkd3d-shader/ir: Pass a uint32_t swizzle to vkd3d_swizzle_get_component64().
2023-12-14 23:19:51 +01:00
Henri Verbeet
8a1de71fb1
vkd3d-shader/ir: Pass a uint32_t swizzle to vkd3d_swizzle_get_component().
2023-12-14 23:19:49 +01:00
Zebediah Figura
4ff389854c
vkd3d-shader: Allow compiling d3d bytecode to SPIR-V.
2023-12-14 23:19:31 +01:00
Zebediah Figura
2bc40385d9
vkd3d-shader: Do not scan DCL instructions which do not declare resources.
2023-12-14 23:19:28 +01:00
Zebediah Figura
8af47a96ea
vkd3d-shader: Do not scan the shader in vkd3d_shader_parser_compile() for assembly targets.
2023-12-14 23:19:28 +01:00
Henri Verbeet
21491d1bbb
vkd3d-shader/ir: Pass a uint32_t write mask to vkd3d_write_mask_32_from_64().
2023-12-13 22:33:07 +01:00
Henri Verbeet
3759186193
vkd3d-shader/ir: Pass a uint32_t write mask to vkd3d_write_mask_64_from_32().
2023-12-13 22:33:06 +01:00
Henri Verbeet
713adaa56a
vkd3d-shader/ir: Pass a uint32_t write mask to vkd3d_write_mask_component_count().
2023-12-13 22:33:04 +01:00
Henri Verbeet
e1aa12f94b
vkd3d-shader/ir: Pass a uint32_t write mask to vkd3d_write_mask_get_component_idx().
2023-12-13 22:33:03 +01:00
Giovanni Mascellani
ec4986e9e2
vkd3d-shader/spirv: Honor force_validation after emitting SPIR-V code.
2023-12-13 22:32:25 +01:00
Giovanni Mascellani
1015cc952e
vkd3d-shader/d3d-asm: Add an "internal" mode for the ASM dumper.
...
The new mode exposes more details about what's going on inside the VSIR
code and it's meant to ease development and debugging.
2023-12-12 23:16:26 +01:00
Giovanni Mascellani
e7fdf2e97f
vkd3d-shader/d3d-asm: Dump unknown types as "<unknown>".
...
In analogy with "<continued>" and "<unused>".
2023-12-12 23:16:24 +01:00
Giovanni Mascellani
1caaf90ee2
vkd3d-shader/d3d-asm: Dump recently added types.
2023-12-12 23:16:23 +01:00
Giovanni Mascellani
4b6e596740
vkd3d-shader/d3d-asm: Write a single type in shader_dump_data_type().
2023-12-12 23:16:22 +01:00
Giovanni Mascellani
bd50f15d31
vkd3d-shader/d3d-asm: Indent on IFC.
2023-12-12 23:16:21 +01:00
Conor McCarthy
cdb9eecfd1
vkd3d-shader/spirv: Introduce a compiler feature flag for int64 capability.
2023-12-12 22:50:53 +01:00
Conor McCarthy
0610867334
vkd3d-shader/spirv: Emit an error if 64-bit integers are used.
2023-12-12 22:50:48 +01:00
Conor McCarthy
1929432559
vkd3d-shader: Introduce an instruction flag to suppress masking of bitwise shift counts.
...
DXIL does not use implicit masking of shift counts.
2023-12-12 22:50:46 +01:00
Fabian Maurer
9cb4372378
vkd3d-shader/dxil: Check null pointer before it is dereferenced (Coverity).
2023-12-11 23:18:58 +01:00
Conor McCarthy
2037daae32
vkd3d-shader/spirv: Bitcast if necessary in the spirv_compiler_emit_mov() general implementation.
...
In SM 6, this is needed when storing an asfloat() or asuint() result in
an indexable temp, because dxc performs the bitcast by casting the
destination pointer.
2023-12-11 23:18:52 +01:00
Conor McCarthy
3db7c2a62d
vkd3d-shader/dxil: Implement the DXIL STORE instruction.
2023-12-11 23:18:51 +01:00
Conor McCarthy
2d5f2bf7a4
vkd3d-shader/dxil: Implement the DXIL ALLOCA instruction.
2023-12-11 23:18:50 +01:00
Zebediah Figura
d49bccea9a
vkd3d-shader/dxil: No longer synthesize DCL instructions.
2023-12-11 23:18:45 +01:00
Zebediah Figura
66cb2815f0
vkd3d-shader/spirv: Declare I/O registers from the signature.
...
Instead of parsing DCL instructions.
This allows sm1 to work without further effort, and simplifies sm6 code.
2023-12-11 23:18:44 +01:00
Zebediah Figura
75348dff12
vkd3d-shader/dxil: Map SEMANTIC_KIND_TARGET to VKD3D_SHADER_SV_TARGET.
2023-12-11 23:18:43 +01:00
Zebediah Figura
cabf9996f9
vkd3d-shader/tpf: Do not uninvert used masks for domain shader patch constants.
2023-12-11 23:18:42 +01:00
Zebediah Figura
8876030590
vkd3d-shader/spirv: Do not use the output_info array for patch constants.
2023-12-11 23:18:40 +01:00
Conor McCarthy
45679a966c
vkd3d-shader/ir: Pass a local copy of location to control_point_normaliser_emit_hs_input().
2023-12-07 21:57:49 +01:00
Zebediah Figura
28f32349f4
vkd3d-shader: Add a helper to search the scan descriptor info.
...
Avoid shadowing "info" in vkd3d_shader_scan_combined_sampler_declaration().
2023-12-07 21:57:34 +01:00
Zebediah Figura
dfea1abbd8
vkd3d-shader/hlsl: Avoid shadowing "jump" in normalize_switch_cases().
2023-12-07 21:57:33 +01:00
Zebediah Figura
98a02ceffb
vkd3d-shader/hlsl: Avoid shadowing "load" in intrinsic_tex().
2023-12-07 21:57:31 +01:00
Zebediah Figura
a102e99897
vkd3d-shader/hlsl: Avoid shadowing "block" in resolve_loop_continue().
2023-12-07 21:57:30 +01:00
Zebediah Figura
ca8492c855
vkd3d-shader/d3dbc: Avoid shadowing "instr" in write_sm1_jump().
2023-12-07 21:57:28 +01:00
Zebediah Figura
46e135f6a7
vkd3d-shader/hlsl: Avoid shadowing "load" in lower_index_loads().
...
Found with -Wshadow.
2023-12-07 21:57:16 +01:00
Conor McCarthy
a4a1b4c557
vkd3d-shader/dxil: Set the result register data type for nop casts.
...
Casts from minimum precision types are emitted as nop, but the result
value type must be set to the cast result type.
2023-12-07 21:57:08 +01:00
Conor McCarthy
1630fd9a3c
vkd3d-shader/dxil: Apply metadata attachments to instructions.
...
These are apparently only used for 'dx.op' intrinsics, because the
instructions based on native LLVM ones have their own way to apply
attributes.
2023-12-07 21:57:00 +01:00
Conor McCarthy
a33a9127ca
vkd3d-shader/dxil: Implement DX intrinsic Unary.
2023-12-07 21:56:53 +01:00
Conor McCarthy
cc5e703802
vkd3d-shader/dxil: Emit constant global arrays as immediate constant buffers.
2023-12-07 21:56:47 +01:00
Conor McCarthy
cb88844a3d
vkd3d-shader: Add a register index to struct vkd3d_shader_immediate_constant_buffer.
2023-12-07 21:56:47 +01:00
Conor McCarthy
ef940cb778
vkd3d-shader/spirv: Support declared component type and count in immediate constant buffers.
2023-12-07 21:56:45 +01:00
Conor McCarthy
16cb6fdbad
vkd3d-shader/spirv: Support constant initialisers in indexable temps.
2023-12-07 21:56:44 +01:00
Conor McCarthy
ffae57eb8d
vkd3d-shader/dxil: Support null constant arrays.
2023-12-07 21:56:43 +01:00
Conor McCarthy
69c3946c85
vkd3d-shader/spirv: Support declared component type and count in indexable temps.
2023-12-07 21:56:41 +01:00
Henri Verbeet
0c33f82f72
Release 1.10.
2023-12-06 15:31:21 +01:00
Conor McCarthy
9fcc904834
vkd3d-shader/spirv: Always emit clip/cull builtins as an array.
...
Clip/cull distance can appear as input in pixel shaders, and the
array size must not be forced to zero.
2023-12-06 15:31:20 +01:00
Conor McCarthy
b5c067b41a
vkd3d-shader/ir: Do not merge signature elements which have different interpolation modes.
...
Regression in signature normalisation, however the old code was not
correct either because it would apply the interpolation mode to all
components. Found in an Assassin's Creed: Valhalla shader.
2023-12-06 15:31:18 +01:00
Conor McCarthy
b4d03c0221
vkd3d-shader/spirv: Do not emit a fixme for SV_TARGET in vkd3d_get_spirv_builtin().
2023-12-04 22:22:55 +01:00
Conor McCarthy
f11e1461aa
vkd3d-shader/spirv: Do not emit a fixme for SV_TARGET in get_spirv_builtin_for_sysval().
2023-12-04 22:22:54 +01:00
Francisco Casas
736f3ae2df
vkd3d-shader/hlsl: Use values at the time of the swizzle's load in copy-propagation.
...
This preempts us from replacing a swizzle incorrectly, as in the
following example:
1: A.x = 1.0
2: A
3: A.x = 2.0
4: @2.x
were @4 ends up being 2.0 instead of 1.0, because that's the value stored in
A.x at time 4, and we should be querying it at time 2.
This also helps us to avoid replacing a swizzle with itself in copy-prop
which can result in infinite loops, as with the included tests this commit.
Consider the following sequence of instructions:
1 : A
2 : B = @1
3 : B
4 : A = @3
5 : @1.x
Current copy-prop would replace 5 so it points to @3 now:
1 : A
2 : B = @1
3 : B
4 : A = @3
5 : @3.x
But in the next iteration it would make it point back to @1, keeping it
spinning infinitively.
The solution is to index the instructions and don't replace the swizzle
if the new load happens after the current load.
2023-11-29 22:53:24 +01:00
Francisco Casas
d877b877b3
vkd3d-shader/hlsl: Record trace of stored values in copy-propagation.
...
Instead of only storing the value that each variable's component has at
the moment of the instruction currently handled by copy-prop, we store
the trace of all the historic values with their timestamps, i.e. the
instruction index on which the value was stored.
This would allow us to query the value that the variable had at the time
of execution of previous instructions.
2023-11-29 22:53:21 +01:00
Francisco Casas
539294daea
vkd3d-shader/hlsl: Move index_instructions() up.
2023-11-29 22:53:19 +01:00
Giovanni Mascellani
a52604da8c
vkd3d-shader/dxil: Declare IO registers as VEC4.
...
Otherwise, for instance, their write masks and swizzles are not written
in the D3D ASM dump.
2023-11-28 21:49:18 +01:00
Nikolay Sivov
6a4a9a4518
vkd3d-shader/hlsl: Handle 'linear centroid' modifier.
2023-11-28 00:10:12 +01:00
Zebediah Figura
10957bebbf
vkd3d-shader/tpf: Remove an unnecessary local variable declaration.
...
Found with -Wshadow.
2023-11-28 00:09:56 +01:00
Zebediah Figura
2d1825bb89
vkd3d-shader/hlsl: Remove an unnecessary local variable in copy_propagation_get_value().
...
Found with -Wshadow.
2023-11-28 00:09:53 +01:00
Jacek Caban
85f21f197c
vkd3d-shader: Avoid implicit enum pointer casts in allocate_semantic_register.
2023-11-28 00:09:29 +01:00
Jacek Caban
1edbc05745
vkd3d-shader: Use unsigned int type for tags passed to sm6_metadata_get_uint_value.
2023-11-28 00:09:29 +01:00
Francisco Casas
4e1bf5e163
vkd3d-shader/hlsl: Discern between signed and unsigned ints when parsing.
2023-11-22 22:08:05 +01:00
Francisco Casas
9a8f6e0edb
vkd3d-shader/hlsl: Parse integers with the 'u' postfix.
2023-11-22 22:08:04 +01:00
Conor McCarthy
eb05e434ff
vkd3d-shader/dxil: Implement the DXIL LOAD instruction.
2023-11-22 22:07:59 +01:00
Conor McCarthy
59730ecfd8
vkd3d-shader/dxil: Implement the DXIL GEP instruction.
2023-11-22 22:07:58 +01:00
Conor McCarthy
a0f5d70792
vkd3d-shader/dxil: Support global variable initialisers.
2023-11-22 22:07:57 +01:00
Conor McCarthy
f2a656b876
vkd3d-shader/dxil: Introduce a value type for immediate constant buffers.
2023-11-22 22:07:56 +01:00
Conor McCarthy
85d5f83fb7
vkd3d-shader/dxil: Implement default address space global variables.
2023-11-22 22:07:54 +01:00
Conor McCarthy
920657e7ee
vkd3d-shader: Delete unused struct list from struct vkd3d_shader_indexable_temp.
2023-11-22 22:07:52 +01:00
Henri Verbeet
ae4341b565
vkd3d-shader/ir: Use location information from the instruction in vkd3d_shader_scan_instruction().
2023-11-21 22:41:58 +01:00
Henri Verbeet
01dad41862
vkd3d-shader/ir: Skip recording combined resource/sampler information for dynamically indexed descriptor arrays.
...
And output a warning instead.
2023-11-21 22:41:57 +01:00
Henri Verbeet
5b82afb83f
vkd3d-shader/ir: Decorate vkd3d_shader_scan_error() with VKD3D_PRINTF_FUNC.
2023-11-21 22:41:55 +01:00
Jacek Caban
078cf6a240
vkd3d-shader/dxbc: Use return type to return result from read_u32 and read_float.
...
Avoid implicit casts from enum pointers.
2023-11-20 22:07:45 +01:00
Giovanni Mascellani
b1123ed35f
vkd3d-shader/ir: Correctly compute the TEMP count after hull shader flattening.
...
The previous computation was incorrect because the count was taken
after resetting it to zero (as part of setting the instruction to NOP).
2023-11-20 22:07:41 +01:00
Giovanni Mascellani
5cb17cfd1c
vkd3d-shader/ir: Validate IFC instructions.
2023-11-20 22:07:36 +01:00
Giovanni Mascellani
849a8f3add
vkd3d-shader/ir: Expect two sources for LOOP in SM1-3.
2023-11-20 22:07:35 +01:00
Henri Verbeet
73c563ffb7
vkd3d-shader/d3dbc: Adjust the token count for DEF and DEFI instructions in shader_sm1_skip_opcode().
...
This was broken by commit e390bc35e2c9b0a2110370f916033eea2366317e; that
commit fixed the source count for these instructions, but didn't adjust
shader_sm1_skip_opcode(). Note that this only affects shader model 1;
later versions have a token count embedded in the initial opcode token.
2023-11-20 22:07:29 +01:00
Nikolay Sivov
e55b6a7fa1
vkd3d-shader/hlsl: Add constants to the block for log()/log10() builtins.
2023-11-20 22:07:24 +01:00
Akihiro Sagawa
aed2d142cf
vkd3d-shader/hlsl: Add degrees() function.
2023-11-20 22:07:19 +01:00
Akihiro Sagawa
e493627130
vkd3d-shader/hlsl: Add radians() function.
2023-11-20 22:07:17 +01:00
Nikolay Sivov
88caf87789
vkd3d-shader/hlsl: Add a helper to check for a numeric type.
2023-11-15 21:48:49 +01:00
Conor McCarthy
fb588b8d1a
vkd3d-shader/spirv: Avoid invalid bool-to-bool conversion in spirv_compiler_emit_movc().
...
Shaders parsed from DXIL contain a bool condition register, so calling
spirv_compiler_emit_int_to_bool() results in an invalid bool/uint
comparison.
2023-11-15 21:48:36 +01:00
Conor McCarthy
3c4631a4d4
vkd3d-shader/dxil: Implement the DXIL VSELECT instruction.
2023-11-15 21:48:35 +01:00
Conor McCarthy
08b8730866
vkd3d-shader/spirv: Return an error if an invalid handler is encountered.
...
Prevents return of an invalid SPIR-V module.
2023-11-15 21:48:31 +01:00
Conor McCarthy
408f67c69c
vkd3d-shader/dxil: Handle missing flags as zero for CMP2.
...
The flag operand is omitted if IEEE strictness is specified.
2023-11-14 23:06:43 +01:00
Conor McCarthy
f1e9f40061
vkd3d-shader/dxil: Handle missing flags as zero for BINOP.
...
The flag operand is omitted if IEEE strictness is specified.
2023-11-14 23:06:41 +01:00
Henri Verbeet
9de793f180
vkd3d-shader: Implement scanning combined resource/sampler information.
2023-11-13 23:19:23 +01:00
Nikolay Sivov
d190fdf8c5
vkd3d-shader/dxil: Fully initialize instruction data in sm6_parser_emit_extractval().
...
Noticed after test runner started crashing when tracing is enabled.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-13 23:19:18 +01:00
Nikolay Sivov
3203485a7c
vkd3d-shader: Fix some spelling mistakes.
2023-11-13 23:19:15 +01:00
Henri Verbeet
215a2c4ede
vkd3d-shader/ir: Introduce vsir_register_is_descriptor().
2023-11-13 23:19:10 +01:00
Conor McCarthy
22960753e9
vkd3d-shader/spirv: Introduce orderedness to comparison instructions.
2023-11-10 20:23:51 +01:00
Conor McCarthy
d3b90cc877
vkd3d-shader/dxil: Implement the DXIL CMP2 instruction.
2023-11-10 20:23:50 +01:00
Conor McCarthy
1dd141535c
vkd3d-shader/spirv: Support bool dst register in spirv_compiler_emit_comparison_instruction().
2023-11-10 20:23:48 +01:00
Nikolay Sivov
418c177a1b
vkd3d-shader/hlsl: Implement texCUBEproj().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-10 20:23:44 +01:00
Nikolay Sivov
81ff57e07c
vkd3d-shader/hlsl: Implement tex3Dproj().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-10 20:23:43 +01:00
Nikolay Sivov
dd6a9135f4
vkd3d-shader/hlsl: Implement tex2Dproj().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-10 20:23:41 +01:00
Giovanni Mascellani
0c5c18bdce
vkd3d-shader/ir: Validate index count for IMMCONST64 registers.
2023-11-09 21:15:51 +01:00
Giovanni Mascellani
b74470b9d2
vkd3d-shader/ir: Validate index count for IMMCONST registers.
2023-11-09 21:15:49 +01:00
Giovanni Mascellani
c867682982
vkd3d-shader/ir: Validate index count for NULL registers.
2023-11-09 21:15:47 +01:00
Giovanni Mascellani
12fcb8dcc6
vkd3d-shader/ir: Validate register indices.
2023-11-09 21:15:44 +01:00
Giovanni Mascellani
b7aeb5dd70
vkd3d-shader/ir: Use vsir_register_init() to initialize a register.
2023-11-09 21:15:42 +01:00
Giovanni Mascellani
a869069a48
vkd3d-shader/ir: Validate the TEMP register indices in each HS phase.
2023-11-09 21:15:40 +01:00
Giovanni Mascellani
0f4bda9c9d
vkd3d-shader/ir: Keep track of hull shader phases.
2023-11-09 21:15:38 +01:00
Conor McCarthy
5768c019c1
vkd3d-shader/ir: Check the handler before changing it to NOP in remove_dead_code().
2023-11-09 21:15:29 +01:00
Zebediah Figura
ade8899456
vkd3d-shader/hlsl: Use hlsl_types_are_equal() in func_decl_matches().
...
Besides reusing code, this now handles UAV types correctly.
2023-11-09 21:15:21 +01:00
Zebediah Figura
8f041fbe6f
vkd3d-shader/hlsl: Return bool from compare_function_decl().
2023-11-09 21:15:19 +01:00
Zebediah Figura
fef118555c
vkd3d-shader/hlsl: Do not prioritize an exact match when looking up functions.
...
Native does not always do this. For example, functions whose parameters are
float and float1 always result in an "ambiguous function call" error.
This does not fix any tests, because the relevant tests previously (incorrectly)
succeeded, and now fail with:
E5017: Aborting due to not yet implemented feature: Prioritize between multiple compatible function overloads.
when they should simply fail.
2023-11-09 21:15:17 +01:00
Zebediah Figura
514d179b70
vkd3d-shader/hlsl: Do not consider scalars and 1-dimensional vectors to be equivalent in function parameters.
2023-11-09 21:15:14 +01:00
Zebediah Figura
b1c2852cd7
vkd3d-shader/hlsl: Store function overloads in a list.
...
The choice to store them in an rbtree was made early on. It does not seem likely
that HLSL programs would define many overloads for any of their functions, but I
suspect the idea was rather that intrinsics would be defined as plain
hlsl_ir_function_decl structures [cf. 447463e590
]
and that some intrinsics that could operate on any type would therefore need
many overrides.
This is not how we deal with intrinsics, however. When the first intrinsics were
implemented I made the choice disregard this intended design, and instead match
and convert their types manually, in C. Nothing that has happened in the time
since has led me to question that choice, and in fact, the flexibility with
which we must accommodate functions has led me to believe that matching in this
way was definitely the right choice. The main other designs I see would have
been:
* define each intrinsic variant separately using existing HLSL types. Besides
efficiency concerns (i.e. this would take more space in memory, and would take
longer to generate each variant), the normal type-matching rules don't really
apply to intrinsics.
[For example: elementwise intrinsics like abs() return the same type as the
input, including preserving the distinction between float and float1. It is
legal to define separate HLSL overloads taking float and float1, but trying to
invoke these functions yields an "ambiguous function call" error.]
* introduce new (semi-)generic types. This is far more code and ends up acting
like our current scheme (with helpers) in a slightly more complex form.
So I think we can go ahead and rip out this vestige of the original design for
intrinsics.
As for why to change it: rbtrees are simply more complex to deal with, and it
seems unlikely to me that the difference is going to matter. I do not expect any
program to define large quantities of intrinsics; linked list search should be
good enough.
2023-11-09 21:15:11 +01:00
Zebediah Figura
2b59a759d5
vkd3d-shader/hlsl: Rename hlsl_get_func_decl() to hlsl_get_first_func_decl().
2023-11-09 21:15:09 +01:00
Zebediah Figura
011e31f624
vkd3d-shader/spirv: Remove no longer used private_output_variable_array_idx array.
2023-11-09 21:15:01 +01:00
Zebediah Figura
8513f567fa
vkd3d-shader/spirv: Look up builtins by vkd3d_shader_sysval_semantic.
...
Instead of by vkd3d_shader_input_sysval_semantic.
2023-11-09 21:14:57 +01:00
Zebediah Figura
87cb66dd43
vkd3d-shader/spirv: Simplify spirv_compiler_emit_dcl_input().
2023-11-09 21:14:55 +01:00
Zebediah Figura
c7a7d9a18c
vkd3d-shader/ir: Normalize all I/O registers to INPUT/OUTPUT/PATCHCONST.
...
Specifically, map COLOROUT to OUTPUT, and map INCONTROLPOINT to INPUT for domain
shaders as well as hull shaders.
Obscure the non-existent differences from the view of the backend.
2023-11-09 21:14:52 +01:00
Zebediah Figura
133e313800
vkd3d-shader/dxil: Do not use COLOROUT for PS outputs.
...
sm4 does not use this; only sm1 does. In following patches we will normalize it
to OUTPUT.
2023-11-09 21:14:49 +01:00
Conor McCarthy
90d178bf12
vkd3d-shader/dxil: Implement the DXIL CAST instruction.
2023-11-09 21:14:42 +01:00
Conor McCarthy
bd77cbb33f
vkd3d-shader/spirv: Support double in spirv_compiler_emit_ftou().
2023-11-09 21:14:40 +01:00
Conor McCarthy
92d546f3a2
vkd3d-shader/spirv: Support double in spirv_compiler_emit_ftoi().
2023-11-09 21:14:37 +01:00
Conor McCarthy
169210558d
vkd3d-shader/spirv: Handle unsigned result in spirv_compiler_emit_ftoi().
2023-11-09 21:14:35 +01:00
Conor McCarthy
58ffb5d181
vkd3d-shader/spirv: Introduce integer width cast instructions.
...
ITOI and UTOU may cast from a bool to a 32-bit integer. Cast to a 64-bit
integer from a smaller type will be added later.
2023-11-09 21:14:32 +01:00
Conor McCarthy
7de4ac2e48
vkd3d-shader/spirv: Support bool cast in spirv_compiler_emit_alu_instruction().
2023-11-09 21:14:30 +01:00
Conor McCarthy
5b87d6419a
vkd3d-shader/spirv: Support bool logic ops in spirv_compiler_emit_alu_instruction().
2023-11-09 21:14:27 +01:00
Conor McCarthy
b43dab50c1
vkd3d-shader/spirv: Support bitcast in spirv_compiler_emit_load_ssa_reg().
2023-11-09 21:14:25 +01:00
Henri Verbeet
e7eec3e023
vkd3d-shader/spirv: Allow the origin of fragment coordinates to be specified.
...
We typically want to use lower-left in OpenGL environments when rendering to
FBOs.
2023-11-09 21:14:12 +01:00
Nikolay Sivov
4778d051df
vkd3d-shader: Add constant folding for 'floor'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
634ec96b52
vkd3d-shader: Add a missing entry to instruction debug print helper.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
955932fb55
vkd3d-shader: Add constant folding for 'ceil'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
9a70ae5b6a
vkd3d-shader: Add support for floor() on SM1-3.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
aaef82e680
vkd3d-shader: Add support for ceil() on SM1-3.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
494f681bf6
vkd3d-shader/tpf: Add support for ceil().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:38 +01:00
Nikolay Sivov
4284b7c522
vkd3d-shader/hlsl: Parse ceil() function.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:37 +01:00
Nikolay Sivov
76e42fbd21
vkd3d-shader/hlsl: Implement ternary operator for SM1.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:31 +01:00
Nikolay Sivov
522a0dfb56
vkd3d-shader/hlsl: Add tex2Dlod() function.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:26 +01:00
Zebediah Figura
852eefc01d
vkd3d-shader/ir: Synthesize HS inputs with the register index and write mask of the signature element.
...
This pass was written as if to output normalized I/O, but it runs before the I/O
normalization pass.
Fixes: 98b5e2c6e0
2023-11-07 22:26:53 +01:00
Zebediah Figura
12240efa79
vkd3d-shader/spirv: Use register counts from the signature and shader desc.
2023-11-07 22:26:49 +01:00
Zebediah Figura
0058764f01
vkd3d-shader: Store the control point counts in struct vkd3d_shader_desc.
2023-11-07 22:26:49 +01:00
Zebediah Figura
3ff22ac5af
vkd3d-shader/spirv: Use the array sizes for shader phase builtins as well.
2023-11-07 22:26:47 +01:00
Zebediah Figura
f0a6c7de1d
vkd3d-shader/hlsl: Record partial allocations in allocate_range().
2023-11-07 22:26:11 +01:00
Zebediah Figura
c683fc9402
vkd3d-shader/hlsl: Check that a partial register's mask is also available in is_range_available().
2023-11-07 22:26:10 +01:00
Giovanni Mascellani
7d49f9637a
vkd3d-shader/ir: Check that SWITCH blocks are correctly nested.
2023-11-07 22:26:05 +01:00
Giovanni Mascellani
93632fb407
vkd3d-shader/ir: Check that REP blocks are correctly nested.
2023-11-07 22:26:04 +01:00
Giovanni Mascellani
92c36615ed
vkd3d-shader/ir: Check that LOOP blocks are correctly nested.
2023-11-07 22:26:03 +01:00
Giovanni Mascellani
2f7d52dba4
vkd3d-shader/ir: Check that IF blocks are correctly nested.
2023-11-07 22:26:01 +01:00
Giovanni Mascellani
0a7e200f89
vkd3d-shader/ir: Do not enfore DCL_TEMPS count for hull shaders.
...
Hull shaders have a different temps count for each phase, and the
parser only reports the count for the patch constant phase.
In order to properly check for temps count on hull shaders, we first
need to decode its phases.
2023-11-07 22:26:00 +01:00