Henri Verbeet
df86a2842a
vkd3d-shader/msl: Implement VKD3DSIH_DCL_OUTPUT.
2024-11-20 14:40:10 +01:00
Feifan He
9e3b8ec98a
vkd3d-shader/msl: Output the generated shader code.
2024-11-20 14:40:10 +01:00
Henri Verbeet
2669ae16ea
vkd3d-shader/msl: Implement VKD3DSIH_DCL_OUTPUT_SIV.
2024-11-20 14:40:10 +01:00
Henri Verbeet
e6acf3090d
vkd3d-shader/msl: Implement VKD3DSIH_DCL_INPUT.
2024-11-20 14:40:10 +01:00
Feifan He
7a1d36ba05
vkd3d-shader/msl: Use pointers for constant buffer descriptors.
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[[id]] attributes can not be applied to union references.
2024-11-20 14:40:10 +01:00
Feifan He
b29f1e6cdc
vkd3d-shader/msl: Add the missing output register index in msl_generate_entrypoint_epilogue().
2024-11-20 14:40:10 +01:00
Elizabeth Figura
0dc07f5cce
vkd3d-shader: Silence a spurious -Wmaybe-uninitialized in vsir_program_insert_alpha_test().
2024-11-14 14:12:13 +01:00
Elizabeth Figura
683e11aece
vkd3d-shader/hlsl: Silence a spurious -Wmaybe-uninitialized in sm4_generate_vsir_instr_dcl_semantic().
2024-11-14 14:12:13 +01:00
Conor McCarthy
2996ad6bd2
vkd3d-shader/dxil: Implement DX intrinsic SampleIndex.
2024-11-13 16:18:13 +01:00
Nikolay Sivov
21681489ed
vkd3d-shader/fx: Implement parsing states objects.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-11-13 16:15:09 +01:00
Conor McCarthy
3d53d90d4b
vkd3d-shader/ir: Add a secondary sort by sysval for signature element register merges.
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Fixes output signature normalisation failures in Silent Hill 2 caused by
failure of shader_signature_find_element_for_reg().
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=57359
2024-11-13 13:32:32 +01:00
Giovanni Mascellani
7412e66064
vkd3d-shader/spirv: Get rid of the "offset_component_count" field of struct vkd3d_spirv_resource_type.
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The number of components needed for texel offsets is the number of
components needed to address a single image/layer of an array. I.e.,
"coordinate_component_count - 1" for array textures, and
"coordinate_component_count" for non-array textures.
This change will also fix sampling of cube textures with explicit
gradients. Because texel offsets are unsupported for cube textures,
"offset_component_count" is currently 0 for cube textures. However, the
SAMPLE_GRAD handler also uses "offset_component_count" to determine the
number of components needed for the explicit gradients, and SAMPLE_GRAD
is supposed to work with cube textures.
This commit fixes the compilation of shaders in Star Wars Jedi:
Survivor.
2024-11-12 19:12:47 +01:00
Henri Verbeet
756b98f093
vkd3d-shader/glsl: Implement VKD3DSIH_LD2DMS.
2024-11-06 22:57:12 +01:00
Henri Verbeet
ca42adbf6b
vkd3d-shader/glsl: Handle SV_SAMPLE_INDEX inputs.
2024-11-06 22:56:02 +01:00
Henri Verbeet
3dbaf11f8c
vkd3d-shader/glsl: Implement support for static texel offsets in shader_glsl_sample().
2024-11-06 22:55:36 +01:00
Henri Verbeet
6ae4da02c9
vkd3d-shader/glsl: Implement VKD3DSIH_GATHER4_PO.
2024-11-06 22:53:55 +01:00
Henri Verbeet
466d849c72
vkd3d-shader/glsl: Implement support for VKD3D_SHADER_COMPONENT_INT outputs.
2024-11-06 22:53:31 +01:00
Francisco Casas
5df836c513
vkd3d-shader/hlsl: Store SM4 MOD in the vsir program.
2024-11-06 22:49:12 +01:00
Francisco Casas
30bc6965a2
vkd3d-shader/hlsl: Store SM4 DOT in the vsir program.
2024-11-06 22:48:13 +01:00
Francisco Casas
e8b373e3ff
vkd3d-shader/hlsl: Store SM4 DIV in the vsir program.
2024-11-06 22:47:42 +01:00
Francisco Casas
24f4308982
vkd3d-shader/hlsl: Store SM4 MUL in the vsir program.
2024-11-06 22:45:46 +01:00
Francisco Casas
e4d36bd855
vkd3d-shader/hlsl: Store SM4 SAT in the vsir program.
2024-11-06 22:45:23 +01:00
Francisco Casas
2e3f4a01bf
vkd3d-shader/hlsl: Store SM4 RCP in the vsir program.
2024-11-06 22:40:50 +01:00
Francisco Casas
3c4889add3
vkd3d-shader/hlsl: Store SM4 SIN and COS in the vsir program.
2024-11-06 22:38:04 +01:00
Francisco Casas
befba8e813
vkd3d-shader/hlsl: Store SM4 casts in the vsir program.
2024-11-06 22:27:49 +01:00