6989 Commits

Author SHA1 Message Date
Henri Verbeet
e8cc288426 vkd3d-shader/hlsl: Move CTAB generation to hlsl_codegen.c. 2024-12-17 16:42:53 +01:00
Henri Verbeet
c681673993 vkd3d-shader/d3dbc: Separate writing the comment bytecode from write_sm1_uniforms().
Consistent with how D3DXFindShaderComment() allows looking up comments
by tag. This also makes it a little easier to move CTAB generation out
of d3dbc.c.
2024-12-17 16:42:53 +01:00
Giovanni Mascellani
00538c377e vkd3d-shader/ir: Validate OUTCONTROLPOINT destination parameters. 2024-12-17 16:39:32 +01:00
Giovanni Mascellani
3dc7f322cc vkd3d-shader/ir: Validate INCONTROLPOINT destination parameters. 2024-12-17 16:39:32 +01:00
Giovanni Mascellani
7d87b4e869 vkd3d-shader/ir: Validate OUTPUT destination parameters. 2024-12-17 16:39:32 +01:00
Giovanni Mascellani
b194e5dc4e vkd3d-shader/ir: Validate PATCHCONST destination parameters using a uniform helper. 2024-12-17 16:39:32 +01:00
Giovanni Mascellani
38a5c905db vkd3d-shader/ir: Validate INPUT destination parameters using a uniform helper. 2024-12-17 16:39:32 +01:00
Giovanni Mascellani
8d4b790eb2 vkd3d-shader/ir: Represent information about I/O registers with a table.
It makes the code quite longer, but also easier to read and extend
with further properties.

A (desirable) side effect of this commit is that it is checked
whether I/O register types are legal depending on the shader type
and phase, while before that was assumed.

This commit introduces enum vsir_io_reg_type and enum vsir_phase
which shadow enum vkd3d_shader_register_type and enum
vkd3d_shader_opcode, with the goal of making the data tables
smaller.
2024-12-17 16:39:32 +01:00
Elizabeth Figura
27c7776947 tests: Use fail(sm<5) instead of [require] for uav-atomics. 2024-12-17 16:37:41 +01:00
Elizabeth Figura
8fcbbfb8b1 tests/shader_runner: Test versions where the compilation result changes.
Adjust the algorithm for deciding for which profiles to test compilation.

We first ensure that if the compilation result changes (most often as the result
of a feature introduced in a specific version), we test the versions immediately
on either side of the change, to validate that vkd3d-shader is emulating the
same version behaviour.

We then ensure that we are testing at least one version from each set of sm1,
sm4, and sm6.
2024-12-17 16:35:09 +01:00
Elizabeth Figura
067e6deee4 tests/shader_runner: Test HLSL compilation in a separate pass.
Mainly in order to not waste time compile-testing the same version
more than once [as we do with e.g. the d3d11 and d3d12 runners, or
d3d12, GL, and Vulkan].
2024-12-17 16:24:00 +01:00
Elizabeth Figura
e91c07e1de tests/shader_runner: Record HLSL todo/fail state for each shader model.
When a shader fails to compile for a range of versions, we want to validate that
we are correctly implementing that behaviour. E.g. if a feature requires shader
model 5.0, we should validate that it compiles correctly with 5.0 (which we do),
but also that it *fails* to compile with 4.1 (which we do not).

The obvious and simple solution is to simply run compile tests for each version.
There are, however, at least 12 versions of HLSL up to and including 6.0, at
least 10 of which are known to introduce new features. Shader compilation takes
about 10-15% of the time that draw and dispatch does, both for native and
(currently) vkd3d. Testing every version for every shader would add a
noticeable amount of time to the tests.

In practice, the interesting versions to test for most shaders are:

* At least one from each range 1-3, 4-5, and 6. It's common enough for the
  semantics of the HLSL to differ between bytecode formats, or for features to
  be added or removed across those boundaries.

* If the shader requires a given feature, we want to test both sides of the cusp
  to ensure we're requiring the same version for the feature.

In practice this is 3 or 4 versions, which is measurably less than the 12 we'd
otherwise be running.

In order to achieve this goal of testing only the 3 or 4 interesting versions
for a shader, we need to know what version is actually required for a feature.
This is encoded in the shader itself using e.g. [pixel shader fail(sm<5)].

This patch therefore implements the first step towards this goal, namely,
determining which versions succeed and fail, so we can figure out which ones are
interesting.

We could require the test writer to specify which versions are interesting ahead
of time (e.g. "for version in 2.0 4.1 5.0 6.0") but this is both redundant (and
there are a *lot* of tests that need some feature gate) and easy for a test
writer to get wrong by missing interesting versions.
2024-12-17 16:18:21 +01:00
Elizabeth Figura
de615609dc vkd3d-shader/d3dbc: Use struct vkd3d_shader_instruction instead of struct sm1_instruction. 2024-12-16 17:11:57 +01:00
Elizabeth Figura
77ac13e6b9 vkd3d-shader/d3dbc: Use struct vkd3d_shader_src_param instead of struct sm1_src_register. 2024-12-16 17:11:57 +01:00
Elizabeth Figura
1e43088662 vkd3d-shader/d3dbc: Use struct vkd3d_shader_dst_param instead of struct sm1_dst_register. 2024-12-16 17:11:57 +01:00
Henri Verbeet
c4f69f4d3d vkd3d-shader/hlsl: Prefer overload candidates without component count widening. 2024-12-16 17:09:40 +01:00
Henri Verbeet
64bb4150f0 vkd3d-shader/hlsl: Prefer overload candidates without component type narrowing. 2024-12-16 17:09:40 +01:00
Henri Verbeet
32d432ab5e vkd3d-shader/hlsl: Prefer overload candidates with matching component types. 2024-12-16 17:09:40 +01:00
Henri Verbeet
6b8878377f vkd3d-shader/hlsl: Prefer overload candidates with matching component type classes. 2024-12-16 17:09:40 +01:00
Henri Verbeet
63fce3062e vkd3d-shader/hlsl: Prefer overload candidates without component count narrowing. 2024-12-16 17:09:40 +01:00
Henri Verbeet
cdf6100fe5 tests: Add yet more overload resolution tests. 2024-12-16 17:09:40 +01:00
Elizabeth Figura
5827197246 tests/shader_runner: Don't bother distinguishing directive substrings.
Consider ']' a terminator for any string.
2024-12-12 17:28:45 +01:00
Elizabeth Figura
830bdd0037 tests/shader_runner: Use a separate variable for shader type. 2024-12-12 17:26:49 +01:00
Elizabeth Figura
edb36c078f tests/shader_runner: Use is_todo instead of separate shader states. 2024-12-12 17:26:37 +01:00
Giovanni Mascellani
dd0ed989a1 vkd3d-shader/d3dbc: Normalise I/O register write masks when not disassembling.
Sometimes SM1-3 shaders contain write masks that exceed the
signature element masks. That happens because SM1-3 shaders do not
have a concept of signature and signature masks, and OTOH aren't
always able to express any given write mask.

In VSIR we don't want to deal with I/O register masks exceeding the
corresponding signature element mask or usage mask, because, for
instance, for higher shader models it can complicate dealing with
DCL_INDEX_RANGE. In order to have uniform rules for all shader
models we normalise masks coming from SM1-3 shaders.

We don't do that normalisation when disassembling, in order to
preserve the expected output.
2024-12-12 17:21:49 +01:00