Shaun Ren
abed6d9cb7
vkd3d-shader/tpf: Implement semantics for domain shaders.
2024-10-21 18:18:25 +02:00
Shaun Ren
0273ff007b
vkd3d-shader/tpf: Write domain shader declarations.
2024-10-21 18:18:00 +02:00
Shaun Ren
26efba30b4
vkd3d-shader/tpf: Use vpc input registers for domain shaders.
2024-10-21 18:17:06 +02:00
Shaun Ren
2b897296a1
vkd3d-shader/tpf: Write the input signature of domain shaders as PCSG.
2024-10-21 18:16:50 +02:00
Shaun Ren
768b19d410
vkd3d-shader/ir: Validate control point counts correctly.
...
Allow zero input control points for domain shaders, and zero output
control points for hull shaders.
2024-10-21 18:10:13 +02:00
Shaun Ren
976fe27836
vkd3d-utils: Return correct use masks during reflection.
2024-10-21 18:09:39 +02:00
Shaun Ren
7408ab145a
vkd3d-utils: Implement version reflection.
2024-10-21 18:09:06 +02:00
Giovanni Mascellani
a3b8aaf679
vkd3d: Allow overriding the device capabilities.
2024-10-21 18:06:06 +02:00
Giovanni Mascellani
03ad04c890
vkd3d-shader/ir: Validate OUTCONTROLPOINT registers.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
1e86f00247
vkd3d-shader/ir: Validate INCONTROLPOINT registers.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
a4ab53ab7b
vkd3d-shader/ir: Validate PATCHCONST registers.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
62d5bc91f5
vkd3d-shader/ir: Validate OUTPUT registers.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
349fdd0843
vkd3d-shader/ir: Validate INPUT registers.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
d9508558a9
vkd3d-shader: Keep track of whether programs have normalised hull shader control point I/O.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
eba8fd4720
vkd3d-shader: Keep track of whether programs have normalised I/O.
2024-10-17 17:34:55 +02:00
Nikolay Sivov
071130b944
vkd3d-shader/fx: Add support for tracing annotations.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-17 17:32:54 +02:00
Elizabeth Figura
eeb7bbe3c5
vkd3d-shader/hlsl: Handle error expressions in ternary expressions.
2024-10-17 17:28:52 +02:00
Elizabeth Figura
d95962068a
vkd3d-shader/hlsl: Handle error expressions in initializers.
2024-10-17 17:28:52 +02:00
Elizabeth Figura
dfe79cb6a9
vkd3d-shader/hlsl: Factor the component count check into initialize_var().
2024-10-17 17:28:52 +02:00
Elizabeth Figura
d8892a4ca2
vkd3d-shader/hlsl: Store the initializer location in struct parse_initializer.
2024-10-17 17:28:52 +02:00
Elizabeth Figura
44ea7b5e12
vkd3d-shader/hlsl: Factor out an initialize_var() helper.
2024-10-17 17:28:52 +02:00
Giovanni Mascellani
0e43dea42d
vkd3d-shader/ir: Check that signature masks are contiguous.
2024-10-17 17:28:52 +02:00
Giovanni Mascellani
083b87c712
vkd3d-shader/d3dbc: Make signature masks contiguous.
...
The goal is to make a requirement for VSIR that signature element
masks are always contiguous. The SPIR-V backend already implicitly
makes that assumption, since it just consider the LSB and popcount
of the mask.
For example, consider this HLSL pixel shader:
float4 main(float4 color : COLOR) : SV_Target
{
return float4(color.x, 10.0f, 11.0f, color.w);
}
Currently the parser describes the input signature element
corresponding to semantic COLOR as having mask .xw, which is
sensible. However, the SPIR-V parser will interpret that as
a mask starting at x and with popcount 2, and assuming it is
contiguous it will implicitly act as if it were .xy. This is
not correct, because the wrong component will be loaded from
the vertex stage.
2024-10-17 17:28:52 +02:00
Henri Verbeet
8943999bd2
vkd3d: Slightly simplify the SRV/UAV logic in vk_write_descriptor_set_from_d3d12_desc().
2024-10-17 17:28:52 +02:00
Conor McCarthy
bfaab9700d
vkd3d: Lay out virtual descriptor heap buffer and image bindings consecutively instead of interleaving them.
...
Slightly simplifies descriptor write addressing, and makes layouts
essentially the same as array layouts, differing only in the binding
details, and therefore easier to understand. This also simplifies the
addition of storage buffer bindings, which can all be added onto the end.
2024-10-17 17:28:46 +02:00