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.
...
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.
...
Case values are constants in TPF.
2023-08-28 20:39:43 +02:00
Conor McCarthy
5c09752194
vkd3d: Do not flush descriptor heaps stored in the command list when the array size is exceeded.
...
An earlier patch introduced a bug which overflows the descriptor heap
array. The array should not be emptied here in case the list is
resubmitted, so just flush the new heap.
2023-08-24 21:44:03 +02:00
Evan Tang
f374934281
tests: Test CopyResource depth to color.
2023-08-24 21:43:59 +02:00
Francisco Casas
ed9e236b01
vkd3d-shader/tpf: Avoid reading constant value components beyond type's width (Valgrind).
...
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.
...
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.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-24 21:43:49 +02:00
Nikolay Sivov
9605993af3
tests: Add some tests for "if" statement attributes.
...
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.
...
Pixel shaders still have an appropriate writemask.
2023-08-24 21:43:44 +02:00
Giovanni Mascellani
39e62ed2be
configure: Require widl >= 3.21.
...
Commit b7402ddbbecdfaa81daa657fbb5d37661f401434 from wine is required,
which was first released with 3.21, not 3.20.
2023-08-24 21:43:34 +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().
...
Return the vkd3d_shader_descriptor_info1 from that function.
2023-08-23 22:45:02 +02:00
Conor McCarthy
f3baf55d97
vkd3d: Implement ID3D12Device1 with stubs.
2023-08-23 22:44:58 +02:00
Giovanni Mascellani
8f8c89fb87
vkd3d: Update a warning so that it aligns with the check that triggers it.
2023-08-23 22:44:52 +02:00
Conor McCarthy
3ca2259807
vkd3d: Fix invalid atomic behaviour in the view cache linked list.
...
The list suffers from the ABA problem, where comparison with the head
succeeds but the head's `next` pointer has changed. Occurs in Cyberpunk
2077, on NVIDIA at least.
2023-08-23 22:44:45 +02:00
Nikolay Sivov
4f2e07a45d
vkd3d-shader/hlsl: Allow 'const' modifier without initializer in the global scope.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-15 21:51:50 +02:00
Nikolay Sivov
7fd10bb6bc
tests: Add some tests for a 'const' modifier.
...
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.
...
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.
...
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
Francisco Casas
948c4145f5
tests: Test texture allocation ordering in complex scenarios.
2023-08-15 21:51:26 +02:00
Nikolay Sivov
98f63c46f8
vkd3d-shader/hlsl: Use type width in fold_rcp().
...
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'.
...
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'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:18 +02:00
Nikolay Sivov
7e99188dc7
vkd3d-shader: Add constant folding for 'dp2add' operation.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:15 +02:00
Nikolay Sivov
25ff56769b
vkd3d-shader: Add constant folding for the 'dot' operation.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:15 +02:00
Zebediah Figura
983d01df8c
vkd3d-shader: Get rid of the uav_ranges array.
...
This is now redundant; the register ID is encoded into the scan descriptors.
2023-08-14 18:38:11 +02:00
Zebediah Figura
7d02922541
vkd3d-shader: Add register ID to struct vkd3d_shader_descriptor_info1.
2023-08-14 18:38:11 +02:00
Zebediah Figura
4e9798f6f7
vkd3d-shader: Introduce struct vkd3d_shader_scan_descriptor_info1.
2023-08-14 18:38:11 +02:00
Zebediah Figura
fd4a820c4b
vkd3d-shader: Centralize cleanup on error in scan_with_parser().
2023-08-14 18:38:11 +02:00
Zebediah Figura
9c5cb2de18
vkd3d-shader: Factor more code into vkd3d_shader_scan_get_uav_descriptor_info().
2023-08-14 18:38:11 +02:00
Francisco Casas
8484bd59a6
vkd3d-shader/tpf: Separate dst register write function.
2023-08-14 18:38:08 +02:00
Francisco Casas
d1c45fe2f0
vkd3d-shader/tpf: Separate src register write function.
2023-08-14 18:38:07 +02:00
Francisco Casas
2258e9d0f3
vkd3d-shader/tpf: Make register_type_table an array of structs with lookup tables.
2023-08-14 18:38:06 +02:00
Francisco Casas
c77e5f1c1f
vkd3d-shader/tpf: Introduce struct tpf_writer to group sm4 write arguments.
...
We will add register information lookup tables on this struct later.
They will be used by sm4_encode_register(), and thus, they will be
required by write_sm4_instruction().
2023-08-14 18:38:05 +02:00
Francisco Casas
a584499c8a
vkd3d-shader/tpf: Use struct vkd3d_shader_register_index in sm4_register.idx[].
2023-08-14 18:38:04 +02:00
Francisco Casas
fc589add49
vkd3d-shader/tpf: Allow passing NULL register type on hlsl_sm4_register_from_semantic().
2023-08-14 18:38:03 +02:00
Francisco Casas
8a6a620ee2
vkd3d-shader/tpf: Use enum vkd3d_shader_register_type in sm4_register.type.
2023-08-14 18:38:01 +02:00
Henri Verbeet
5d75731d97
vkd3d-dxbc: Implement listing section data.
2023-08-08 21:15:28 +09:00