Francisco Casas
39563aa5b3
vkd3d-shader/hlsl: Lower matrix swizzles.
2023-09-13 23:10:38 +02:00
Nikolay Sivov
fc2aaee224
vkd3d-shader: Use ternary operator in fmod() implementation.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-07 19:15:26 +02:00
Nikolay Sivov
1002a6b357
vkd3d-shader/tpf: Use 'movc' to implement ternary operator.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-07 19:15:25 +02:00
Nikolay Sivov
c5d680d141
vkd3d-shader/hlsl: Add tex1D() function.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-07 19:15:06 +02:00
Conor McCarthy
3badab2086
vkd3d-shader: Handle size in bytes in spirv_compiler_emit_cbv_declaration().
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The caller passes a byte size now.
2023-09-04 20:25:33 +02:00
Conor McCarthy
bad4c74002
vkd3d-shader: Match only UAV descriptors in vkd3d_shader_scan_add_uav_flag().
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Fixes compilation failures in Cyberpunk 2077 due to missing UAV counter
flag.
2023-09-04 20:25:31 +02:00
Zebediah Figura
a597dc8755
vkd3d-shader/hlsl: Define lit() in HLSL.
2023-08-30 22:49:03 +02:00
Zebediah Figura
9ab77658f2
vkd3d-shader/hlsl: Define smoothstep() in HLSL.
2023-08-30 22:49:01 +02:00
Zebediah Figura
d396c4ce27
vkd3d-shader/hlsl: Store the internal name counter in struct hlsl_ctx.
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This is minutely more efficient than using a global variable and atomic instructions.
2023-08-30 22:48:59 +02:00
Zebediah Figura
f22e52f358
vkd3d-shader/hlsl: Separate an add_user_call() helper.
2023-08-30 22:48:57 +02:00
Zebediah Figura
63e056512d
vkd3d-shader/hlsl: Introduce an hlsl_sprintf_alloc() helper.
2023-08-30 22:48:55 +02:00
Conor McCarthy
d27b8eb2c0
vkd3d-shader/dxil: Implement DX instruction StoreOutput.
2023-08-30 22:48:52 +02:00
Conor McCarthy
bf49a1a95b
vkd3d-shader/dxil: Declare shader outputs.
2023-08-30 22:48:50 +02:00
Conor McCarthy
e54f770669
vkd3d-shader/dxil: Implement the DXIL CALL instruction.
2023-08-30 22:48:48 +02:00
Conor McCarthy
720a087c28
vkd3d-shader/dxil: Replace the result type enum with a bool.
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Changes to failure handling make the enum unnecessary.
2023-08-30 22:48:47 +02:00
Conor McCarthy
58d6e44501
vkd3d-shader/dxil: Validate the function block count.
2023-08-30 22:48:45 +02:00
Conor McCarthy
61a550017f
vkd3d-shader/spirv: Handle signature element mask left shift in spirv_compiler_emit_output().
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Element masks can have a left shift in DXIL, but these must start at
bit 0 in the register info. The SPIR-V declaration will either be a
builtin or have SpvDecorationComponent.
2023-08-30 22:48:43 +02:00
Conor McCarthy
ebc461f795
vkd3d-shader/spirv: Handle signature element mask left shift in calculate_clip_or_cull_distance_mask().
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In DXIL these masks can have a left shift.
2023-08-30 22:48:41 +02:00
Nikolay Sivov
c39c5b3907
vkd3d-shader/hlsl: Add texCUBE() function.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-29 22:07:56 +02:00
Zebediah Figura
9624e2f904
vkd3d-shader/spirv: Declare SRVs and UAVs from the descriptor info.
2023-08-28 20:40:02 +02:00
Zebediah Figura
e8b3561252
vkd3d-shader/spirv: Declare constant buffers from the descriptor info.
2023-08-28 20:40:01 +02:00
Zebediah Figura
547768bcdd
vkd3d-shader/spirv: Declare samplers from the descriptor info.
2023-08-28 20:39:59 +02:00
Zebediah Figura
a1e10e5c90
vkd3d-shader/spirv: Split spirv_compiler_has_combined_sampler() into two functions.
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These functions do not really share any code in common.
2023-08-28 20:39:57 +02:00
Nikolay Sivov
18c1477464
vkd3d-shader/hlsl: Ignore 'inline' modifier for functions.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-28 20:39:53 +02:00
Conor McCarthy
61841e9423
vkd3d-shader/tpf: Handle the swizzle type bitfield in dst param tokens.
2023-08-28 20:39:49 +02:00
Conor McCarthy
eddae47062
vkd3d-shader/tpf: Handle the dimension bitfield in dst param tokens.
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A zero mask is still emitted for some scalar registers. This has no
effect on current tests, but keeping the correction is probably a good
idea.
2023-08-28 20:39:48 +02:00
Conor McCarthy
92021b7a3c
vkd3d-shader/tpf: Use the default vec4 swizzle if a src param contains a mask.
2023-08-28 20:39:46 +02:00
Conor McCarthy
7e5d9e3b6f
vkd3d-shader/tpf: Handle the dimension bitfield in src param tokens.
2023-08-28 20:39:45 +02:00
Conor McCarthy
5c706152fa
vkd3d-shader/tpf: Validate the src register of case conditions.
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Case values are constants in TPF.
2023-08-28 20:39:43 +02:00
Francisco Casas
ed9e236b01
vkd3d-shader/tpf: Avoid reading constant value components beyond type's width (Valgrind).
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We are passing map writemasks that may have more components than the
constant's data type, so a (j < width) check is added to avoid reading
components from the constant that are not intended to be used.
Remaining values in the register are initialized to zero.
2023-08-24 21:43:55 +02:00
Nikolay Sivov
89eda51855
vkd3d-shader/hlsl: Change warning code for unknown loop attributes.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-24 21:43:50 +02:00
Nikolay Sivov
1153f6bb34
vkd3d-shader/hlsl: Parse "if" statement attributes.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-24 21:43:49 +02:00
Zebediah Figura
926575a6f3
vkd3d-shader/hlsl: Force sm1 inputs to be 4-component only for vertex shaders.
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Pixel shaders still have an appropriate writemask.
2023-08-24 21:43:44 +02:00
Zebediah Figura
622311da8e
vkd3d-shader: Add a flag marking raw buffers to struct vkd3d_shader_descriptor_info.
2023-08-23 22:45:04 +02:00
Zebediah Figura
c1ebba9515
vkd3d-shader: Add structure stride to struct vkd3d_shader_descriptor_info1.
2023-08-23 22:45:04 +02:00
Zebediah Figura
88f85ffb50
vkd3d-shader: Add constant buffer size to struct vkd3d_shader_descriptor_info1.
2023-08-23 22:45:04 +02:00
Zebediah Figura
8c465c81cf
vkd3d-shader: Add sample count to struct vkd3d_shader_descriptor_info1.
2023-08-23 22:45:04 +02:00
Zebediah Figura
ccedb7f711
vkd3d-shader: Set descriptor flags in the caller to vkd3d_shader_scan_add_descriptor().
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Return the vkd3d_shader_descriptor_info1 from that function.
2023-08-23 22:45:02 +02:00
Nikolay Sivov
4f2e07a45d
vkd3d-shader/hlsl: Allow 'const' modifier without initializer in the global scope.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-15 21:51:50 +02:00
Zebediah Figura
240b9424fb
vkd3d-shader/hlsl: Pass an hlsl_block pointer to append_output_copy().
2023-08-15 21:51:47 +02:00
Zebediah Figura
a04e3a51dd
vkd3d-shader/hlsl: Pass an hlsl_block pointer to prepend_input_copy().
2023-08-15 21:51:39 +02:00
Zebediah Figura
7a4ac1afb1
vkd3d-shader/hlsl: Pass an hlsl_block pointer to prepend_uniform_copy().
2023-08-15 21:51:37 +02:00
Francisco Casas
96f66aa4f8
vkd3d-shader/d3dbc: Use the bind count instead of the allocation size in d3dbc.c.
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This should have no effect, since in SM1 the allocation size is the
same as the bind count because there are no texture registers.
It is just done for consistency.
2023-08-15 21:51:33 +02:00
Francisco Casas
d4a49d788a
vkd3d-shader/hlsl: Simplify computation of allocation size.
2023-08-15 21:51:32 +02:00
Francisco Casas
37cfbe47d7
vkd3d-shader/hlsl: Sort synthetic separated samplers first for SM4.
2023-08-15 21:51:31 +02:00
Francisco Casas
81afe43569
vkd3d-shader/tpf: Put the actual bind count in the RDEF table.
2023-08-15 21:51:29 +02:00
Francisco Casas
7eba063136
vkd3d-shader/hlsl: Rename hlsl_reg.bind_count to hlsl_reg.allocation_size.
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We have to distinguish between the "bind count" and the "allocation size"
of variables.
The "allocation size" affects the starting register id for the resource to
be allocated next, while the "bind count" is determined by the last field
actually used. The former may be larger than the latter.
What we are currently calling hlsl_reg.bind_count is actually the
"allocation size", so a rename is in order.
The real "bind count", which will be introduced in following patches,
is important because it is what should be shown in the RDEF table and
some resource allocation rules depend on it.
For instance, for this shader:
texture2D texs[3];
texture2D tex;
float4 main() : sv_target
{
return texs[0].Load(int3(0, 0, 0)) + tex.Load(int3(0, 0, 0));
}
the variable "texs" has a "bind count" of 1, but an "allocation size" of
3:
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// texs texture float4 2d t0 1
// tex texture float4 2d t3 1
2023-08-15 21:51:27 +02:00
Nikolay Sivov
98f63c46f8
vkd3d-shader/hlsl: Use type width in fold_rcp().
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:21 +02:00
Nikolay Sivov
932c5e36dc
vkd3d-shader/hlsl: Add constant folding for 'log2'.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:20 +02:00
Nikolay Sivov
58bc61e48d
vkd3d-shader/hlsl: Add constant folding for 'sqrt'.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:18 +02:00