Giovanni Mascellani
eb15f97083
vkd3d-shader/ir: Move breaks out of selections again after having optimized loops.
2024-04-15 21:33:08 +02:00
Giovanni Mascellani
be7eec75dc
vkd3d-shader/ir: Append code to the non-breaking branch if there is breaking one.
2024-04-15 21:33:07 +02:00
Giovanni Mascellani
a2c6b5450b
vkd3d-shader/ir: Prepare for changing the destination list in vsir_cfg_optimize_recurse().
2024-04-15 21:33:05 +02:00
Petrichor Park
1fb9e7526b
vkd3d-shader/hlsl: Implement tanh.
2024-04-15 21:32:59 +02:00
Petrichor Park
c4182cc272
vkd3d-shader/hlsl: Implement hyperbolic sin and cos.
2024-04-15 21:32:56 +02:00
Giovanni Mascellani
aad040af05
vkd3d-shader/ir: Remove loops that terminate with a `break'.
2024-04-11 09:22:14 -05:00
Giovanni Mascellani
105ccc4769
vkd3d-shader/ir: Count how many jumps target each loop.
2024-04-11 09:22:13 -05:00
Giovanni Mascellani
f5d1b5d263
vkd3d-shader/ir: Move `break's out of selection constructs when possible.
2024-04-11 09:22:11 -05:00
Nikolay Sivov
8d78e3a821
vkd3d-shader/hlsl: Support refract() intrinsic.
...
With some changes by Giovanni Mascellani.
2024-04-10 08:55:27 -05:00
Giovanni Mascellani
ecad299ba4
vkd3d-shader/hlsl: Emit half results when operating on half arguments.
2024-04-10 08:55:24 -05:00
Zebediah Figura
280bea9033
vkd3d-shader/fx: Use a switch in write_fx_2_initial_value().
2024-04-10 08:55:20 -05:00
Zebediah Figura
6c6106f780
vkd3d-shader/fx: Move unimplemented type checks into is_type_supported_fx_2().
2024-04-10 08:55:19 -05:00
Zebediah Figura
047040fc63
vkd3d-shader/fx: Don't use an array to write the type class.
2024-04-10 08:55:18 -05:00
Zebediah Figura
285059ef11
vkd3d-shader/d3dbc: Consider the class in sm1_base_type().
...
We want the base type to stop being a property of all types, and to stop using
the same enumeration for objects and numeric types. The backend should do the
work of translation; we want a more sensible and convenient representation for
the compiler itself.
2024-04-10 08:55:17 -05:00
Zebediah Figura
a882d60534
vkd3d-shader/hlsl: Map HLSL_TYPE_DOUBLE to D3DXPT_FLOAT.
2024-04-10 08:55:15 -05:00
Giovanni Mascellani
a2bb4ef301
vkd3d-shader/d3d-asm: Reset indent level on HS phases.
2024-04-10 08:54:29 -05:00
Conor McCarthy
cb5411408a
vkd3d-shader/dxil: Implement DX intrinsic CalculateLOD.
2024-04-10 08:54:23 -05:00
Francisco Casas
e9559c394b
vkd3d-shader/hlsl: Allow KW_PIXELSHADER and KW_VERTEXSHADER as stateblock lhs.
2024-04-10 08:54:23 -05:00
Francisco Casas
ef9ae22ed0
vkd3d-shader/hlsl: Store state block on pass variables.
2024-04-10 08:54:23 -05:00
Francisco Casas
a99bcb1196
vkd3d-shader/hlsl: Parse list of state blocks.
2024-04-10 08:54:23 -05:00
Francisco Casas
80320f6129
vkd3d-shader/hlsl: Introduce hlsl_ir_stateblock_constant.
2024-04-10 08:54:23 -05:00
Francisco Casas
ee0d439a1b
vkd3d-shader/hlsl: Parse and store state blocks on variables.
2024-04-10 08:54:23 -05:00
Francisco Casas
4dedcc5885
vkd3d-shader/hlsl: Also call dce before lowering deref paths.
2024-04-10 08:54:23 -05:00
Francisco Casas
5ab1ef1cad
vkd3d-shader/hlsl: Properly release string buffer on write_atan_or_atan2().
...
vkd3d_string_buffer_cleanup() doesn't do the same as
hlsl_release_string_buffer(). The former only frees the char array
inside the string buffer and not the string buffer itself.
2024-04-09 12:28:03 -05:00
Zebediah Figura
0e3377a1be
vkd3d-shader/hlsl: Avoid using HLSL_CLASS_OBJECT without checking the base type.
...
As the diffstat shows, HLSL_CLASS_OBJECT does not really have much in common.
Resource types (TEXTURE, SAMPLER, UAV) sometimes behave similarly to each other,
but do not generally behave similarly to effect-specific types (string, shader,
state, view). Most consumers of HLSL_CLASS_OBJECT subsequently check the base
type anyway.
Hence we want to replace HLSL_TYPE_* with individual classes for object types.
As a first step, change the last few places that only check HLSL_CLASS_OBJECT.
2024-04-09 12:27:55 -05:00