Commit Graph

5659 Commits

Author SHA1 Message Date
Zebediah Figura
53bd1f5419 vkd3d-utils: Add D3DReflect(). 2024-01-24 22:37:53 +01:00
Zebediah Figura
e73ba2a4c3 include: Add vkd3d_d3d12shader.idl. 2024-01-24 22:37:53 +01:00
Francisco Casas
1c73513425 tests: Use the vulkan runner to run SM1 compilation tests.
At the current moment this is a little odd because for SM1 [test]
directives are skipped, and the [shader] directives are not executed by
the shader_runner_vulkan.c:compile_shader() but by the general
shader_runner.c:compile_shader(). So in principle it is a little weird
that we go through the vulkan runner.

But fret not, because in the future we plan to make the parser agnostic
to the language of the tests, so we will get rid of the general
shader_runner.c:compile_shader() function and instead call a
runner->compile_shader() function, defined for each runner. Granted,
most of these may call a generic implementation that uses native
compiler in Windows, and vkd3d-shader on Linux, but it would be more
conceptually correct.
2024-01-24 22:37:44 +01:00
Francisco Casas
b92f6c448a vkd3d-shader/ir: Lower texkill instructions to discard_nz. 2024-01-24 22:37:41 +01:00
Francisco Casas
7e75ac63a1 vkd3d-shader/d3dbc: Emit fixme for HLSL_RESOURCE_SAMPLE_LOD.
Currently, HLSL_RESOURCE_SAMPLE_LOD is not implemented for d3dbc,
but we are incorrectly writting a texld instruction to handle it.
This causes SM1 tests with the vulkan backend (in following patches)
to fail if VKD3D_SHADER_CONFIG="force_validation" is enabled.

For now a fixme is emited in these cases.
2024-01-24 22:37:38 +01:00
Francisco Casas
671f4ec2b2 tests/shader-runner: Call each runner only once.
If the runners require multiple calls to run_shader_tests() for
different shader model ranges, these are moved inside the sole runner
call.

For the same reason, the trace() messages are also moved inside the
runner calls.
2024-01-24 22:37:34 +01:00
Francisco Casas
79de3ec766 tests/shader-runner: Support reading multiple model range args for qualifiers.
We can now pass (sm<4) and (sm>=4) to "fail" and "todo" qualifiers, and
we can use multiple of these qualifier arguments using "&" for AND and
"|" for OR.

examples:
todo(sm>=4 & sm<6)
todo(sm<4 | sm>6)

parenthesis are not supported.

Adding additional model ranges for the tests, if we need them, should be
easier now, since they only have to be added to the "valid_args" array.
2024-01-24 22:37:30 +01:00
Henri Verbeet
bf628f0c74 vkd3d-shader/ir: Store block names in struct vsir_program. 2024-01-23 20:27:35 +01:00
Henri Verbeet
f3c7d2d05c vkd3d-shader/ir: Store the block count in struct vsir_program. 2024-01-23 20:27:34 +01:00
Henri Verbeet
98c6e85b33 vkd3d-shader/ir: Store control point counts in struct vsir_program. 2024-01-23 20:27:32 +01:00
Henri Verbeet
e4cc4a336e vkd3d: Use debugstr_hresult() in vkd3d_init_null_resources(). 2024-01-23 20:27:28 +01:00
Henri Verbeet
d4b329e628 vkd3d: Use debugstr_hresult() in vkd3d_join_thread(). 2024-01-23 20:27:28 +01:00
Henri Verbeet
e965701776 vkd3d: Use debugstr_hresult() in d3d12_device_init(). 2024-01-23 20:27:28 +01:00
Henri Verbeet
8dc1239e14 vkd3d: Use debugstr_hresult() in vkd3d_create_vk_device(). 2024-01-23 20:27:28 +01:00
Henri Verbeet
af160ef0c4 vkd3d: Use debugstr_hresult() in vkd3d_instance_init(). 2024-01-23 20:27:28 +01:00
Conor McCarthy
e4660fe0e6 vkd3d-shader/spirv: Emit DISCARD as a function call. 2024-01-23 20:26:59 +01:00
Conor McCarthy
367a06d748 vkd3d-shader/dxil: Use strcmp() to find the handle type.
We use strcmp() on the same type name elsewhere, and case-insensitive
matching does not seem necessary.
2024-01-23 20:26:53 +01:00
Conor McCarthy
1cca18a228 vkd3d-shader/dxil: Use strcmp() to find function names.
Function names are case-sensitive.
2024-01-23 20:26:52 +01:00
Conor McCarthy
4dec25cbde vkd3d-shader/dxil: Use strcmp() to check the entry point name.
Function names are case-sensitive.
2024-01-23 20:26:50 +01:00
Zebediah Figura
57c4a13024 tests: Add tests for valid conditional types. 2024-01-23 20:26:47 +01:00
Zebediah Figura
a8b0c03912 vkd3d-shader/hlsl: Always cast to bool in if() statements.
We emit sm4 if_nz for these, but that does a bitwise comparison to zero, which is wrong for floats.
2024-01-23 20:26:46 +01:00
Zebediah Figura
183172eff4 vkd3d-shader/hlsl: Validate that condition expressions are numeric. 2024-01-23 20:26:45 +01:00
Zebediah Figura
09220edd21 vkd3d-shader/hlsl: Validate the condition data type for loops as well. 2024-01-23 20:26:44 +01:00
Zebediah Figura
c18a349a3f vkd3d-shader/hlsl: Copy some missing fields in hlsl_type_clone(). 2024-01-23 20:26:42 +01:00
Giovanni Mascellani
de9725b6ba vkd3d-shader/ir: Remove DCL_TEMPS instructions.
We have to do work to keep it updated across passes and we never read it.
2024-01-23 20:26:38 +01:00
Giovanni Mascellani
4b869f73bb vkd3d-shader/ir: Run tracing and validation for DXIL code too. 2024-01-23 20:26:36 +01:00
Conor McCarthy
6df725718a vkd3d-shader/ir: Refactor return code checking in vkd3d_shader_normalise().
We started with only one or two of these but it has become excessive.

Patch originally written by Conor McCarthy and updated by Giovanni Mascellani.
2024-01-23 20:26:34 +01:00
Conor McCarthy
b3903636f7 vkd3d-shader/dxil: Implement DX intrinsic Binary. 2024-01-23 20:26:29 +01:00
Conor McCarthy
6c71cd5a72 vkd3d-shader/dxil: Add an operand type code for the return type. 2024-01-23 20:26:28 +01:00
Nikolay Sivov
0117e4fb7e vkd3d-shader/fx: Add initial support for writing passes for fx_2_0.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:22 +01:00
Nikolay Sivov
b478f0a300 vkd3d-shader/fx: Add initial support for writing fx_2_0 binaries.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:21 +01:00
Nikolay Sivov
56100d36b1 vkd3d-shader/fx: Check technique type in global scope as well.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:20 +01:00
Nikolay Sivov
2c1905b780 vkd3d-shader/hlsl: Allow annotations on techniques.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:19 +01:00
Nikolay Sivov
76a689d43f vkd3d-shader/hlsl: Allow annotations on passes.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:18 +01:00
Nikolay Sivov
e72f8f9a30 vkd3d-shader/hlsl: Add passes variables to the techniques.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:16 +01:00
Nikolay Sivov
fe8881747b vkd3d-shader/hlsl: Add initial support for parsing annotations.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:15 +01:00
Nikolay Sivov
341963bbec tests/hlsl: Add some tests for annotations. 2024-01-23 20:26:14 +01:00
Giovanni Mascellani
232b2ad360 vkd3d-shader/ir: Validate PHI instructions. 2024-01-23 20:26:08 +01:00
Giovanni Mascellani
56f9057985 vkd3d-shader/ir: Do not allow IMMCONST and IMMCONST64 as destination registers. 2024-01-23 20:26:06 +01:00
Giovanni Mascellani
21633fcc52 vkd3d-shader/ir: Refactor register-type-specific code in parameter validation.
To better accommodate code for other register types.
2024-01-23 20:26:05 +01:00
Giovanni Mascellani
fb6409bda1 vkd3d-shader/ir: Check that all instructions appear in a block. 2024-01-23 20:26:03 +01:00
Giovanni Mascellani
72e2eeaf14 tests: Add a test for SV_ViewportArrayIndex. 2024-01-22 22:19:16 +01:00
Giovanni Mascellani
bd84b96e9f tests: Use test utils to create the pipeline state in test_ps_layer(). 2024-01-22 22:19:16 +01:00
Giovanni Mascellani
245cce02bd tests: Test using SV_RenderTargetArrayIndex in the vertex shader. 2024-01-22 22:19:16 +01:00
Giovanni Mascellani
5ddf745d95 tests: Compile HLSL shaders at runtime in test_ps_layer(). 2024-01-22 22:19:15 +01:00
Giovanni Mascellani
dc56320b31 vkd3d-shader/tpf: Support SV_ViewportArrayIndex in pixel and vertex shaders. 2024-01-22 22:19:14 +01:00
Giovanni Mascellani
3a90f3e29d vkd3d-shader/tpf: Support SV_InstanceID in vertex shaders. 2024-01-22 22:19:13 +01:00
Giovanni Mascellani
b500381b5c vkd3d-shader/tpf: Support SV_RenderTargetArrayIndex in pixel and vertex shaders. 2024-01-22 22:19:12 +01:00
Giovanni Mascellani
45495f54f2 vkd3d-shader/spirv: Use capability ShaderViewportIndexLayerEXT for decoration ViewportIndex. 2024-01-22 22:19:11 +01:00
Giovanni Mascellani
6ac525d6c3 vkd3d-shader/spirv: Use capability ShaderViewportIndexLayerEXT for decoration Layer.
Capability Geometry allows to use the Layer builtin in geometry and pixel
shaders. For vertex and domain shaders ShaderLayer should be used, but it's only
available starting from SPIR-V 1.5. ShaderViewportIndexLayerEXT can be used
instead with extension SPV_EXT_shader_viewport_index_layer.
2024-01-22 22:19:09 +01:00