Commit Graph

194 Commits

Author SHA1 Message Date
Zebediah Figura
1514755043 vkd3d-shader/hlsl: Make a string array const. 2023-04-06 17:52:07 +02:00
Zebediah Figura
725d408974 vkd3d-shader/hlsl: Introduce an hlsl_block_init() helper. 2023-04-06 17:51:40 +02:00
Zebediah Figura
1da5a9a490 vkd3d-shader/hlsl: Introduce an hlsl_block_add_block() helper. 2023-04-06 17:51:38 +02:00
Zebediah Figura
ceac81b816 vkd3d-shader/hlsl: Introduce an hlsl_block_add_instr() helper. 2023-04-06 17:51:36 +02:00
Francisco Casas
f3e81327dc vkd3d-shader/hlsl: Consider register() as manual packing for resource fields. 2023-04-04 21:59:49 +02:00
Francisco Casas
60237cb773 vkd3d-shader/hlsl: Don't allow manual and automatic cbuffer offset packing. 2023-04-04 21:59:45 +02:00
Francisco Casas
4448d114ad vkd3d-shader/hlsl: Detect overlaps in cbuffer offsets. 2023-04-04 21:59:43 +02:00
Francisco Casas
7777c32cac vkd3d-shader/hlsl: Support packoffset(). 2023-04-04 21:59:42 +02:00
Francisco Casas
9b70971696 vkd3d-shader/hlsl: Rename struct hlsl_reg_reservation fields. 2023-04-04 21:59:39 +02:00
Nikolay Sivov
eb71c5f20d vkd3d-shader/hlsl: Handle round() for SM1. 2023-04-03 18:00:03 +02:00
Zebediah Figura
7a9e393ea0 vkd3d-shader/hlsl: Rename the "type" field of struct hlsl_type to "class".
To be consistent with enum hlsl_type_class and HLSL_CLASS_*.
2023-04-03 17:59:24 +02:00
Nikolay Sivov
4110f1e547 vkd3d-shader: Fix a few typos in the comments. 2023-03-15 20:13:27 +01:00
Francisco Casas
f8338ef089 vkd3d-shader/hlsl: Allocate register reservations in a separate pass.
This refactoring is required for improving the allocation strategy so it
works with multiple-register variables.
2023-02-22 18:28:19 +01:00
Francisco Casas
75359e6dbd vkd3d-shader/hlsl: Respect object reservations even if the object is unused. 2023-02-22 18:28:19 +01:00
Francisco Casas
c5384b38ee vkd3d-shader/hlsl: Allocate objects according to register set. 2023-02-22 18:28:19 +01:00
Francisco Casas
e0031d2a1f vkd3d-shader/hlsl: Keep an hlsl_reg for each register set in hlsl_ir_var. 2023-02-22 18:28:19 +01:00
Francisco Casas
d07247249a vkd3d-shader/hlsl: Store the type's register size for each register set. 2023-02-22 18:28:19 +01:00
Francisco Casas
315966dc21 vkd3d-shader/hlsl: Leave offset empty for array and struct derefs. 2023-02-22 18:28:19 +01:00
Nikolay Sivov
d86db8bcbe vkd3d-shader/hlsl: Support lit() intrinsic. 2023-02-21 21:09:52 +01:00
Francisco Casas
2142d31f13 vkd3d-shader/hlsl: Fix number of components when creating a swizzle in copy-prop.
Otherwise we may create nodes of different dimensions than the ones we
are replacing.

"count" is the number of components of the source deref (without
considering the swizzle), while "instr_component_count" is the actual
number of components of the instruction to be replaced.
2023-02-20 21:59:31 +01:00
Zebediah Figura
38964214cd vkd3d-shader/hlsl: Handle early return after a CF block only if there was actually a return somewhere in the CF block. 2023-02-13 22:16:55 +01:00
Zebediah Figura
4b944517b7 vkd3d-shader/hlsl: Inline function calls. 2023-02-13 22:16:53 +01:00
Zebediah Figura
8bdee6681b vkd3d-shader/hlsl: Lower return statements. 2023-02-13 22:16:51 +01:00
Nikolay Sivov
240b2f966f vkd3d-shader/hlsl: Support abs() for SM1. 2023-02-09 18:03:19 +01:00
Francisco Casas
b84f560bdf vkd3d-shader/hlsl: Set writemasks correctly for SM1 scalar and vector types.
Because of the change introduced in

f21693b2 vkd3d-shader/hlsl: Use reg_size as component count when allocating a single register.

SM1 scalars and vectors were not longer getting the correct writemask
when they are allocated.

This happened because they have to reserve the whole register even if
they only use some of its components, so their reg_size may differ from
the number of components.

This commit fixes that.
2023-02-08 22:09:39 +01:00
Francisco Casas
6b4a4c4c6d vkd3d-shader/hlsl: Expect component count in allocate_register().
This in order to set the correct writemasks for SM1 registers.
2023-02-08 22:09:38 +01:00
Francisco Casas
0ecac994d0 vkd3d-shader/hlsl: Rename 'component_count' arguments to 'reg_size'.
component_count will be used in the next patch for the actual number of
components of the type and not its register size.
2023-02-08 22:09:36 +01:00
Zebediah Figura
8755a92196 vkd3d-shader/hlsl: Add a hlsl_cleanup_semantic() helper. 2023-02-07 22:15:06 +01:00
Zebediah Figura
cb2c89a589 vkd3d-shader/hlsl: Store function parameters in an array. 2023-02-07 22:15:06 +01:00
Nikolay Sivov
06f300ec59 vkd3d-shader/hlsl: Support dot() for SM1. 2023-02-02 20:51:12 +01:00
Giovanni Mascellani
d2f8a576a8 vkd3d-shader/hlsl: Avoid infinite loop and invalid derefs in copy-prop.
Co-authored-by: Francisco Casas <fcasas@codeweavers.com>
Co-authored-by: Zebediah Figura <zfigura@codeweavers.com>

Because copy_propagation_transform_object_load() replaces a deref
instead of an instruction, it is currently prone to two problems:

1- It can replace a deref with the same deref, returning true every
time and getting the compilation stuck in an endless loop of
copy-propagation iterations.

2- When performed multiple times in the same deref, the second time it
can replace the deref with a deref from a temp that is only valid in
another point of the program execution, resulting in an incorrect value.

This patch preempts this by avoiding replacing derefs when the new deref
doesn't point to a uniform variable. Because, uniform variables cannot
be written to.
2023-01-26 21:52:07 +01:00
Nikolay Sivov
3c23e1713c vkd3d-shader/hlsl: Implement sqrt() for SM1. 2023-01-25 22:10:15 +01:00
Francisco Casas
6b82ba9488 vkd3d-shader/hlsl: Fold swizzle chains. 2023-01-24 18:10:53 +01:00
Zebediah Figura
b7d34e8307 vkd3d-shader/hlsl: Apply copy propagation to swizzled loads. 2023-01-24 18:10:50 +01:00
Francisco Casas
c2a7a40d3a vkd3d-shader/hlsl: Replace loads with constants in copy prop.
If a hlsl_ir_load loads a variable whose components are stored from different
instructions, copy propagation doesn't replace it.

But if all these instructions are constants (which currently is the case
for value constructors), the load could be replaced with a constant value.
Which is expected in some other instructions, e.g. texel_offsets when
using aoffimmi modifiers.

For instance, this shader:

```
sampler s;
Texture2D t;

float4 main() : sv_target
{
    return t.Gather(s, float2(0.6, 0.6), int2(0, 0));
}
```

results in the following IR before applying the patch:
```
  float | 6.00000024e-01
  float | 6.00000024e-01
   uint | 0
        | = (<constructor-2>[@4].x @2)
   uint | 1
        | = (<constructor-2>[@6].x @3)
 float2 | <constructor-2>
    int | 0
    int | 0
   uint | 0
        | = (<constructor-5>[@11].x @9)
   uint | 1
        | = (<constructor-5>[@13].x @10)
   int2 | <constructor-5>
 float4 | gather_red(resource = t, sampler = s, coords = @8, offset = @15)
        | return
        | = (<output-sv_target0> @16)
```

and this IR afterwards:
```
 float2 | {6.00000024e-01 6.00000024e-01 }
   int2 | {0 0 }
 float4 | gather_red(resource = t, sampler = s, coords = @2, offset = @3)
        | return
        | = (<output-sv_target0> @4)
```
2023-01-24 18:10:45 +01:00
Zebediah Figura
8c2b8ff245 vkd3d-shader/hlsl: Synthesize the swizzle and replace the instruction inside of copy_propagation_compute_replacement().
Rename it to copy_propagation_replace_with_single_instr() accordingly.

The idea is to introduce a constant vector replacement pass which will do the
same thing.
2023-01-24 18:10:41 +01:00
Zebediah Figura
5d34790402 vkd3d-shader/hlsl: Call copy_propagation_get_value() directly in copy_propagation_transform_object_load().
copy_propagation_compute_replacement() is not doing very much for us, and
conceptually is a bit of an odd fit anyway, since it's meant to deal with
multi-component types.
2023-01-24 18:10:40 +01:00
Zebediah Figura
8fd30aa87d vkd3d-shader/hlsl: Add some swizzle manipulation definitions. 2023-01-24 18:10:39 +01:00
Zebediah Figura
9c817e5e6d vkd3d-shader/hlsl: Forbid recursive calls. 2023-01-19 19:16:27 +01:00
Francisco Casas
17d6a4411e vkd3d-shader/hlsl: Validate that non-uniform objects are not referenced.
Note that in the future we should call
validate_static_object_references() after DCE and pruning branches,
because shaders such as these compile (at least in more modern versions
of the native compiler):

Branch pruning:
```
static RWTexture2D<float> tex;

float4 main() : sv_target
{
    if (0)
    {
        tex[int2(0, 0)] = 2;
    }
    return 0;
}
```

DCE:
```
static Texture2D tex;
uniform uint i;

float4 main() : sv_target
{
    float4 unused = tex.Load(int3(0, 1, 2));

    return 0;
}
```

These are "todo" tests in hlsl-static-initializer.shader_test
that depend on this.
2023-01-19 12:29:39 +01:00
Zebediah Figura
b29d3489de vkd3d-shader/hlsl: Generate IR for user-defined function calls. 2023-01-13 17:32:42 +01:00
Zebediah Figura
30550c0831 vkd3d-shader/hlsl: Avoid assuming that expressions have at least one argument. 2023-01-13 17:32:40 +01:00
Francisco Casas
cc811dc3c2 vkd3d-shader/hlsl: Rename hlsl_struct_field.modifiers to "storage_modifiers". 2023-01-11 16:03:47 +01:00
Francisco Casas
4dbbb8beb4 vkd3d-shader/hlsl: Rename hlsl_ir_var.modifiers to "storage_modifiers". 2023-01-11 16:03:45 +01:00
Francisco Casas
f100f5b726 vkd3d-shader/hlsl: Check for non-static object references on resource stores. 2022-11-18 22:29:04 +01:00
Francisco Casas
f21693b284 vkd3d-shader/hlsl: Use reg_size as component count when allocating a single register.
Otherwise, for instance, the added test results in:

debug_hlsl_writemask: Assertion `!(writemask & ~VKD3DSP_WRITEMASK_ALL)' failed.

Which happens in allocate_variable_temp_register() when the variable's
type reg_size is <= 4 but its component count is larger, which may
happen if it contains objects.
2022-11-10 22:48:26 +01:00
Francisco Casas
3153ce3145 vkd3d-shader/hlsl: Don't allocate object types as constant registers. 2022-11-10 22:48:16 +01:00
Zebediah Figura
718c79b823 vkd3d-shader/hlsl: Parse the numthreads attribute. 2022-11-08 20:53:04 +01:00
Zebediah Figura
d6799bd5d3 vkd3d-shader/hlsl: Parse function attributes. 2022-11-08 20:53:03 +01:00
Zebediah Figura
c416627e64 vkd3d-shader/hlsl: Propagate copies for resource store instructions. 2022-10-31 22:07:47 +01:00