Commit Graph

3306 Commits

Author SHA1 Message Date
Giovanni Mascellani
5f20103518 vkd3d-shader/d3dbc: Trace the program when validation fails after parsing. 2024-09-30 20:48:43 +02:00
Giovanni Mascellani
8acaa3a62c vkd3d-shader/tpf: Propagate validation errors after parsing.
Also, trace the program when validation fails after parsing, mostly
to make debugging easier.
2024-09-30 20:48:43 +02:00
Giovanni Mascellani
0f91149260 vkd3d-shader/d3d-asm: Dump all indices when tracing VSIR code.
Our ASM dumper currently hides or interprets some register indices
in order to match users expectations. This can be inconvenient for
developers, though, because it makes it harder to understand what's
really going on in the VSIR code when reading logs. With this change
the whole index structure is dumped.
2024-09-30 20:22:53 +02:00
Henri Verbeet
10559fa17a vkd3d-shader/glsl: Implement VKD3DSIH_LOG. 2024-09-30 20:21:14 +02:00
Henri Verbeet
700eba0b01 vkd3d-shader/glsl: Handle SV_IS_FRONT_FACE inputs. 2024-09-30 20:20:11 +02:00
Henri Verbeet
0cc0b68fb4 vkd3d-shader/glsl: Implement VKD3DSIH_ROUND_NE. 2024-09-30 20:08:58 +02:00
Henri Verbeet
308121ba04 vkd3d-shader/glsl: Implement VKD3DSIH_IF and VKD3DSIH_ENDIF. 2024-09-30 20:08:58 +02:00
Henri Verbeet
e911433e0c vkd3d-shader/glsl: Implement VKD3DSIH_ROUND_NI. 2024-09-30 20:08:58 +02:00
Giovanni Mascellani
5c2b057b56 vkd3d-shader/ir: Validate UAV registers. 2024-09-30 20:05:52 +02:00
Giovanni Mascellani
b7b5b0cff8 vkd3d-shader/ir: Validate RESOURCE registers. 2024-09-30 20:05:52 +02:00
Giovanni Mascellani
a0b98c1610 vkd3d-shader/ir: Validate SAMPLER registers. 2024-09-30 20:05:52 +02:00
Giovanni Mascellani
7404fa5285 vkd3d-shader/dxil: Emit RESOURCE and UAV registers with data type UNUSED. 2024-09-30 20:05:39 +02:00
Nikolay Sivov
300e4e0d12 vkd3d-shader/fx: Add support for writing annotations for fx_2_0.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-30 20:02:51 +02:00
Nikolay Sivov
c9c537faa0 vkd3d-shader/fx: Add initial support for writing default values for fx_2_0.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-30 20:02:05 +02:00
Nikolay Sivov
da0469f190 vkd3d-shader/fx: Handle the 'half' type in fx_4+.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-30 20:01:57 +02:00
Conor McCarthy
2bf517782d vkd3d-shader/dxil: Load forward-referenced sources as value/type pairs in sm6_parser_emit_store(). 2024-09-30 19:58:06 +02:00
Conor McCarthy
6a86e1a8d9 vkd3d-shader/dxil: Load forward-referenced comparands as value/type pairs in sm6_parser_emit_cmpxchg(). 2024-09-30 19:57:55 +02:00
Giovanni Mascellani
828e5f1249 vkd3d-shader/ir: Disallow RESOURCE registers in destination parameters. 2024-09-26 17:44:52 +02:00
Giovanni Mascellani
674ad7d655 vkd3d-shader/ir: Disallow SAMPLER registers in destination parameters. 2024-09-26 17:44:52 +02:00
Giovanni Mascellani
6de741e5e7 vkd3d-shader/ir: Do not allow NULL registers in source parameters. 2024-09-26 17:44:52 +02:00
Giovanni Mascellani
8d85ea2dc5 vkd3d-shader: Get rid of the RESOURCE data type. 2024-09-26 17:42:16 +02:00
Giovanni Mascellani
e58726310b vkd3d-shader: Get rid of the UAV data type. 2024-09-26 17:42:16 +02:00
Giovanni Mascellani
2934f820a9 vkd3d-shader: Get rid of the SAMPLER data type. 2024-09-26 17:42:16 +02:00
Giovanni Mascellani
afa2fd527c vkd3d-shader/dxil: Release memory on exceptional paths when parsing DXIL code. (Valgrind) 2024-09-26 17:41:21 +02:00
Henri Verbeet
466c8bfbb7 vkd3d-shader/glsl: Implement VKD3DSIH_LTO. 2024-09-26 17:40:07 +02:00
Henri Verbeet
44e96ad4d6 vkd3d-shader/glsl: Implement VKD3DSIH_EXP. 2024-09-26 17:40:07 +02:00
Henri Verbeet
d68e60a78a vkd3d-shader/glsl: Implement VKD3DSIH_IEQ. 2024-09-26 17:40:07 +02:00
Henri Verbeet
55de9ea405 vkd3d-shader/glsl: Implement VKD3DSIH_DCL_INPUT_PS. 2024-09-26 17:40:07 +02:00
Henri Verbeet
f0c8b4a3c5 vkd3d-shader/glsl: Implement VKD3DSIH_SQRT. 2024-09-26 17:40:07 +02:00
Giovanni Mascellani
5ad83a05ff vkd3d-shader/dxil: Release memory on exceptional paths in sm6_parser_read_signature(). (Valgrind) 2024-09-26 01:05:35 +02:00
Henri Verbeet
92a7cc3420 vkd3d-shader/glsl: Implement VKD3DSIH_DP2. 2024-09-26 01:04:32 +02:00
Henri Verbeet
b9d8b84b06 vkd3d-shader/glsl: Implement VKD3DSIH_DP4. 2024-09-26 01:04:32 +02:00
Henri Verbeet
93cd63bc93 vkd3d-shader/glsl: Implement VKD3DSIH_DP3. 2024-09-26 01:04:32 +02:00
Henri Verbeet
929010ffd7 vkd3d-shader/glsl: Implement support for the VKD3DSPR_DEPTHOUT register. 2024-09-26 01:04:32 +02:00
Henri Verbeet
459f141e81 vkd3d-shader/glsl: Implement VKD3DSIH_ROUND_Z. 2024-09-26 01:04:32 +02:00
Feifan He
e8b14d765d vkd3d-shader/msl: Implement support for VKD3DSPR_TEMP registers. 2024-09-24 13:56:11 +02:00
Henri Verbeet
f37be27bdc vkd3d-shader/ir: Properly check the register bounds in shader_signature_find_element_for_reg().
Perhaps the existing code is safe in practice, but doing the check
properly avoids having to make that determination.
2024-09-24 13:39:43 +02:00
Henri Verbeet
8e39783770 vkd3d-shader/glsl: Implement VKD3DSIH_ROUND_PI. 2024-09-24 13:38:26 +02:00
Henri Verbeet
58472e7404 vkd3d-shader/glsl: Implement VKD3DSIH_FTOU. 2024-09-24 13:38:26 +02:00
Atharva Nimbalkar
f441d3e112 vkd3d-shader/glsl: Implement VKD3DSIH_UTOF. 2024-09-24 13:38:26 +02:00
Henri Verbeet
a3d06c8f12 vkd3d-shader/glsl: Implement VKD3DSIH_FTOI. 2024-09-24 13:38:26 +02:00
Atharva Nimbalkar
b81cdcb488 vkd3d-shader/glsl: Implement VKD3DSIH_ITOF. 2024-09-24 13:38:26 +02:00
Giovanni Mascellani
e2c6058734 vkd3d-shader/spirv: Do not specify depth for SPIR-V images.
SPIR-V images have a "depth" parameter that, as far as I understand
(the spec doesn't look terribly clear in that regard), specifies
whether the image can be used for depth-comparison operations.

In TPF (and therefore in VSIR) the same information is specified
on the sampler type instead of on the image type. This puts us in
a hard spot, because in principle an image can be used with
many different samplers, and the mapping might even be unknown
at compilation time, so it's not clear how we should define our
images.

We currently have some algorithms to deal with that, but they are
incomplete and lead to SPIR-V validation errors like:

    Expected Image to have the same type as Result Type Image
      %63 = OpSampledImage %62 %59 %61

The problem here is that the image has a non-depth type, but is
being sampled as a depth image. This check was added recently to
SPIRV-Tools, so we became aware of the problem.

As I said, it's not easy in general to decide whether an image is
going to be sampled with depth-comparison operators or not.
Fortunately the SPIR-V spec allow to mark the depth parameter as
unknown (using value 2), so until we come up with something better
we use that for all images to please the validator and avoid
giving misleading hints to the driver.
2024-09-24 13:19:17 +02:00
Arkadiusz Hiler
a3017fe9d5 vkd3d-shader/preproc: Support namespaces in macro identifiers. 2024-09-24 13:17:24 +02:00
Giovanni Mascellani
a2aeb3a142 vkd3d-shader/spirv: Cache numeric types without through the general declaration cache.
Numeric types are used very frequently, and doing a tree search
each time one is needed tends to waste a lot of time.

I ran the compilation of ~1000 DXBC-TPF shaders randomly taken from
my collection and measured the performance using callgrind and the
kcachegrind "cycle count" estimation.

BEFORE:
 * 1,764,035,136 cycles
 * 1,767,948,767 cycles
 * 1,773,927,734 cycles

AFTER:
 * 1,472,384,755 cycles
 * 1,469,506,188 cycles
 * 1,470,191,425 cycles

So callgrind would estimate a 16% improvement at least.
2024-09-23 15:48:35 +02:00
Giovanni Mascellani
3a21daa49e vkd3d-shader/spirv: Rewrite vkd3d_spirv_get_type_id_for_data_type() in terms of vkd3d_spirv_get_type_id(). 2024-09-23 15:48:35 +02:00
Elizabeth Figura
650bf4d83f vkd3d-shader/hlsl: Fix a corner case in ternary type conversion.
If the condition and argument types are compatible, i.e. there is no broadcast,
the resulting shape should be the shape of the arguments, not the shape of the
condition.
2024-09-23 15:43:15 +02:00
Elizabeth Figura
b2cddecfc5 vkd3d-shader/hlsl: Use add_cast() in append_conditional_break().
Instead of creating a cast node directly.

This specifically handles the 1x1 matrix case, which currently the backend code does not expect.
2024-09-23 15:43:15 +02:00
Henri Verbeet
1e97e1203f vkd3d-shader/d3dbc: Write the actual constant info offset in write_sm1_uniforms(). 2024-09-23 15:42:25 +02:00
Atharva Nimbalkar
ee8e005209 vkd3d-shader/glsl: Implement VKD3DSIH_MOVC. 2024-09-23 15:41:07 +02:00