226 Commits

Author SHA1 Message Date
Henri Verbeet
b5ac6ac636 vkd3d-shader: Use a separate allocation for the "semantic_name" field of shader signature elements.
For tpf shader this would previously be a pointer into the original
shader code, and for d3dbc shaders we'd use static strings.
Unfortunately the dxil parser creates shader signatures where these
are pointers to metadata strings, and those go away when we call
sm6_parser_cleanup().

We could conceivably store a flag in the shader signature to indicate
whether shader_signature_cleanup()/vkd3d_shader_free_shader_signature()
should free the "semantic_name" field. It'd be a little ugly, and seems
unlikely to be worth it, but I'd be willing to be convinced.
2024-05-23 23:12:06 +02:00
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
75bc68962d vkd3d-shader/dxbc: Add flag to ignore the DXBC checksum. 2024-03-11 22:08:55 +01:00
Henri Verbeet
bf628f0c74 vkd3d-shader/ir: Store block names in struct vsir_program. 2024-01-23 20:27:35 +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
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
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
Zebediah Figura
cabf9996f9 vkd3d-shader/tpf: Do not uninvert used masks for domain shader patch constants. 2023-12-11 23:18:42 +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
Conor McCarthy
8648ca0e77 vkd3d-shader/dxil: Read the DXIL input and output signatures.
These can differ from the DXBC signatures by having multiple rows, and
load/store instructions reference them by id instead of register index.
2023-10-16 22:36:29 +02:00
Conor McCarthy
5984b4e455 vkd3d-shader/dxbc: Load input signatures also from ISG1 chunks.
When DXBC contains DXIL code it uses ISG1 signatures.
2023-09-25 22:07:06 +02:00
Zebediah Figura
1615e5a76b vkd3d-shader/dxbc: Map sm4 fragment outputs to system values based on their name. 2023-09-21 19:16:29 +02:00
Zebediah Figura
cb96482500 vkd3d-shader: Add a separate field for the target location of a signature element.
We want to be able to remap input signatures based on the signature index, but
signature normalization both reorders the signature, and requires the old
register index, so add a new field for this.
2023-08-03 21:20:39 +09:00
Zebediah Figura
dfb2a316e6 vkd3d-shader/dxbc: Remove redundant zero-initialization of the vkd3d_shader_desc structure. 2023-07-04 22:39:43 +02:00
Conor McCarthy
6775f7ba66 vkd3d-shader/dxil: Read and validate DXIL bitcode unabbreviated blocks. 2023-06-28 21:40:34 +02:00
Conor McCarthy
6835e8176f vkd3d-shader/ir: Normalise signatures and input/output registers to the Shader Model 6 pattern.
In Shader Model 6 each signature element can span a range of register
indices, or 'rows', and system values do not share a register index with
non-system values. Inputs and outputs are referenced by element index
instead of register index. This patch merges multiple signature elements
into a single element under the following conditions:

- The register index in a load or store is specified dynamically by
  including a relative address parameter with a base register index. The
  dcl_index_range instruction is used to identify these.
- A register declaration is split across multiple elements which declare
  different components of the register.
- A patch constant function writes tessellation factors. These are an
  array in SPIR-V, but in SM 5.x each factor is declared as a separate
  register, and these are dynamically indexed by the fork/join instance
  id. Elimination of multiple fork/join phases converts the indices to
  constants, but merging the signature elements into a single arrayed
  element matches the SPIR-V output.

All references to input/output register indices are converted to element
indices. If a relative address is present, the element index is moved up
a slot so it cannot be confused with a constant offset. Existing code
only handles register index relative addressing for tessellation factors.
This patch adds generic support for it.
2023-05-24 22:00:29 +02:00
Conor McCarthy
a0a18b1620 vkd3d-shader: Introduce an internal shader signature structure.
A register count is required for Shader Model 6 signatures, including
those normalised from earlier models.
2023-05-03 21:12:07 +02:00
Henri Verbeet
73dc62aebf vkd3d-shader: Get rid of the unused vkd3d_shader_src_param_entry structure. 2023-05-02 20:45:27 +02:00
Henri Verbeet
804e315b68 vkd3d-shader/sm4: Move the TPF parser from dxbc.c to hlsl_sm4.c. 2023-04-20 22:54:28 +02:00
Henri Verbeet
0c05f2409c vkd3d-shader/sm4: Get rid of shader_sm4_is_end(). 2023-04-12 21:54:57 +02:00
Henri Verbeet
1e448b0b71 vkd3d-shader/sm4: Pass a vkd3d_shader_sm4_parser structure to shader_sm4_read_instruction(). 2023-04-12 21:54:56 +02:00
Henri Verbeet
09566e2c25 vkd3d-shader: Get rid of the "ptr" field from struct vkd3d_shader_parser.
This is an implementation detail.
2023-04-12 21:54:53 +02:00