Andrey Gusev
acd3ed97dc
vkd3d: Add ID3D12Device4 interface stub.
2023-09-27 22:34:52 +02:00
Francisco Casas
123e399b89
vkd3d-shader/d3d-asm: Don't print offset for DEPTHOUT registers.
...
This register is unique and thus is not accompanied with an offset in
the native disassembler output.
2023-09-27 22:34:48 +02:00
Francisco Casas
ef1567c17b
vkd3d-shader/d3d-asm: Use vkd3d_shader_register.dimension to know when to dump writemask.
...
This change ensures that we don't dump the writemask for registers that
have a scalar dimension.
For instance, for this shader:
float r;
float4 main(out float d : DEPTH) : sv_target
{
d = r;
return 0;
}
we now correctly dump
dcl_output oDepth
instead of
dcl_output oDepth.x
2023-09-27 22:34:47 +02:00
Francisco Casas
a358722f71
vkd3d-shader/d3d-asm: Use vkd3d_shader_register.dimension to know when to dump swizzle.
...
The assumption that sampler registers never have a swizzle is not
totally correct.
For instance, for the following shader:
Texture2D tex;
sampler sam;
float4 main() : sv_target
{
return tex.GatherGreen(sam, float2(0, 0));
}
the gather instruction is being disassembled as
gather4_indexable(texture2d) o0.xyzw, l(0.0, 0.0, 0.0, 0.0), t0.xyzw, s0
instead of
gather4_indexable(texture2d)(float,float,float,float) o0.xyzw, l(0.0, 0.0, 0.0, 0.0), t0.xyzw, s0.y
(notice the missing swizzle in the last parameter s0).
This is because the Gather instructions give the sampler register a vec4
dimension (and scalar swizzle type) to indicate the channel for the
gather operation.
The solution is using the new vkd3d_shader_register.dimension instead of
checking the swizzle type.
2023-09-27 22:34:46 +02:00
Martin Storsjö
e44a1927e5
include: Add an #include of d3d12sdklayers.h in vkd3d_d3d12.idl.
...
This matches what is done in the upstream headers; end users
including d3d12.h don't need to explicitly include d3d12sdklayers.h.
Signed-off-by: Martin Storsjö <martin@martin.st>
2023-09-27 22:34:34 +02:00
Francisco Casas
8e0fe29bfc
vkd3d-shader/tpf: Replace sm4_register with vkd3d_shader_register.
2023-09-27 22:34:31 +02:00
Francisco Casas
10bbc7eda5
vkd3d-shader/tpf: Move sm4_register.mod to sm4_src_register.
2023-09-27 22:34:30 +02:00
Francisco Casas
8124ba3a54
vkd3d-shader/tpf: Put sm4_register.immconst_uint inside a union.
2023-09-27 22:34:28 +02:00
Francisco Casas
0c8b74cb39
vkd3d-shader/tpf: Turn sm4_register.dim into an enum vkd3d_shader_dimension.
2023-09-27 22:34:26 +02:00
Giovanni Mascellani
7366b5fd38
ci: Prepend an ordinal number to commits in artifacts.
2023-09-27 22:34:24 +02:00
Giovanni Mascellani
e85e2417d5
ci: Build vkd3d with MinGW too.
...
Nowadays vkd3d is probably most commonly used compiled as PE rather then
ELF, so it makes sense to at least ensure that compilation succeeds.
In the future it would be nice to somehow test these binaries as well.
2023-09-27 22:34:18 +02:00
Conor McCarthy
f61c853f61
vkd3d-shader/dxil: Convert into an error the warning for an unhandled instrinsic.
2023-09-26 22:07:51 +02:00
Conor McCarthy
b30b95e824
vkd3d-shader/dxil: Do not access null code blocks on failure.
2023-09-26 22:07:50 +02:00
Andrey Gusev
56cd609308
vkd3d: Add ID3D12Device3 interface stub.
2023-09-26 22:07:45 +02:00
Giovanni Mascellani
4374d45655
tests: Work around a MoltenVK bug in test_tgsm().
2023-09-26 22:07:43 +02:00
Giovanni Mascellani
83ddfb9e8d
vkd3d: Expose the image view usage to Vulkan.
...
This prevents a failure with MoltenVK, which is not able to
create 2D-array view for any usage other than color attachment.
2023-09-26 22:07:41 +02:00
Giovanni Mascellani
2dd4211b77
ci: Wrap complex commands in CI scripts.
2023-09-26 22:07:36 +02:00
Giovanni Mascellani
335f9fb31e
ci: Build crosstests with -Wno-array-bounds.
2023-09-26 22:07:36 +02:00
Giovanni Mascellani
81da13b9e2
ci: Build crosstests in a dedicated CI job.
...
Mostly to avoid polluting other logs and artifacts, and also to avoid
recompiling crosstests over and over. Eventually the artifacts produced
at this stage should be run on native Windows.
2023-09-26 22:07:35 +02:00
Francisco Casas
74d79c7e45
vkd3d-shader/d3dbc: Initialize register dimension for all register types.
2023-09-26 22:07:06 +02:00
Francisco Casas
33f47c5ae9
vkd3d-shader/tpf: Parse register dimension for all register types.
2023-09-26 22:07:04 +02:00
Francisco Casas
e904660497
vkd3d-shader: Turn vkd3d_shader_register.immconst_type into vkd3d_shader_register.dimension.
2023-09-26 22:07:04 +02:00
Francisco Casas
dc35125d73
vkd3d-shader/tpf: Use vsir_register_init() in shader_sm1_parse_dst_param().
2023-09-26 22:07:03 +02:00
Francisco Casas
51aa5a45e9
vkd3d-shader/tpf: Use vsir_register_init() in shader_sm1_parse_src_param().
2023-09-26 22:07:02 +02:00
Francisco Casas
c1d9e776e2
vkd3d-shader/tpf: Use vsir_register_init() in shader_sm4_read_param().
2023-09-26 22:07:01 +02:00
Francisco Casas
6f5cb219f4
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_default_control_point_phase().
2023-09-26 22:07:00 +02:00
Francisco Casas
81802e27d0
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_resource_declaration().
2023-09-26 22:06:59 +02:00
Francisco Casas
314c6e4808
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_sampler_declaration().
2023-09-26 22:06:58 +02:00
Francisco Casas
b2f262467f
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_dcl_immediate_constant_buffer().
2023-09-26 22:06:56 +02:00
Francisco Casas
67f0196c33
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_cbv_declaration().
2023-09-26 22:06:55 +02:00
Francisco Casas
04529bc0b7
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_dcl_indexable_temp().
2023-09-26 22:06:54 +02:00
Francisco Casas
e174f6b413
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_hull_shader_builtins().
2023-09-26 22:06:53 +02:00
Francisco Casas
89d7bd7a81
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_get_invocation_id().
2023-09-26 22:06:52 +02:00
Francisco Casas
5d6899888d
vkd3d-shader: Rename shader_register_init() to vsir_register_init().
2023-09-26 22:06:50 +02:00
Giovanni Mascellani
d9c8b49ea0
vkd3d-shader/ir: Remove dead code during normalisation.
...
The SPIR-V backend generates invalid SPIR-V code when
VSIR has dead code (except for NOPs).
2023-09-25 22:07:27 +02:00
Zebediah Figura
fcda20a8c3
vkd3d-shader/hlsl: Use lower_ir() for lower_sqrt().
2023-09-25 22:07:23 +02:00
Zebediah Figura
496a3a2093
vkd3d-shader/hlsl: Use lower_ir() for lower_division().
2023-09-25 22:07:22 +02:00
Zebediah Figura
ecd781e809
vkd3d-shader/hlsl: Use lower_ir() for lower_int_abs().
2023-09-25 22:07:21 +02:00
Zebediah Figura
7944ee9bed
vkd3d-shader/hlsl: Use lower_ir() for lower_casts_to_bool().
2023-09-25 22:07:20 +02:00
Zebediah Figura
65bf6e997c
vkd3d-shader/hlsl: Use lower_ir() for more passes.
2023-09-25 22:07:18 +02:00
Petrichor Park
976fd67f51
vkd3d-shader/hlsl: Implement intrinsic tan.
...
This commit also extends the trigonometry tests a little bit to make
sure that tan works right.
2023-09-25 22:07:13 +02:00
Conor McCarthy
6ec5e5bf54
vkd3d-shader/dxil: Implement DX instruction LoadInput.
2023-09-25 22:07:09 +02:00
Conor McCarthy
644a06dcca
vkd3d-shader/dxil: Declare shader inputs.
2023-09-25 22:07:08 +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
Conor McCarthy
575135a9ce
vkd3d-shader/spirv: Build undefined values once.
2023-09-25 22:07:05 +02:00
Conor McCarthy
3249723972
vkd3d-shader/spirv: Introduce a Static Single Assignment register type.
2023-09-25 22:07:04 +02:00
Conor McCarthy
a67a85989f
vkd3d-shader/d3d-asm: Trace undefined registers.
2023-09-25 22:07:02 +02:00
Conor McCarthy
b765f3c770
vkd3d-shader: Make the paramater allocator slab size at least MAX_REG_OUTPUT.
...
The allocator is used for DXIL input/output parameter arrays.
2023-09-25 22:07:01 +02:00
Zebediah Figura
257a351f37
vkd3d-shader/spirv: Flush NaN to zero in ftoi.
2023-09-25 22:06:45 +02:00
Zebediah Figura
a5b6162d25
vkd3d-shader/spirv: Clamp ftoi upper bound to INT_MAX.
2023-09-25 22:06:44 +02:00