Conor McCarthy
e41643ab8f
vkd3d-shader/dxil: Implement DX intrinsic WaveReadLaneAt.
2024-05-14 20:44:02 +02:00
Victor Chiletto
c9af34ab28
vkd3d-shader/hlsl: Avoid a null pointer dereference in hlsl_block_cleanup (UBSan).
...
destroy_block() is called with a NULL block from:
* create_loop, through the loop rules for while and do-while loops.
* The selection_statement rule, in the case $6.else_block is NULL.
* free_parse_initializer.
2024-05-14 20:43:48 +02:00
Conor McCarthy
98f73ca2e5
vkd3d-shader/ir: Allow all DCL instructions to occur outside hull shader phases.
2024-05-13 22:27:13 +02:00
Conor McCarthy
def87539de
vkd3d-shader/dxil: Delete bool not-equal-to-false comparison instructions.
2024-05-13 22:27:13 +02:00
Conor McCarthy
f47ac703ab
vkd3d-shader/spirv: Emit a trace instead of a warning message for ignored alignment.
2024-05-13 22:27:13 +02:00
Conor McCarthy
e340855122
vkd3d-shader/spirv: Do not warn if no global flags are unhandled.
2024-05-13 22:27:13 +02:00
Conor McCarthy
ea5624e5e8
vkd3d-shader/dxil: Emit bool inputs and outputs as uint.
...
DXIL reads/writes uint for these.
2024-05-13 22:27:13 +02:00
Francisco Casas
5b7191280b
vkd3d-shader: Return a valid pointer when count=0 in param allocator (ubsan).
...
After compiling and linking with '-fsanitize=undefined' the following
error pops up in many tests:
vkd3d_shader_main.c:2024:12: runtime error: member access within null pointer of type 'struct vkd3d_shader_param_node'
This happens in the scenario where shader_param_allocator_get() gets
called with 'count = 0' but no allocation has been made yet, so
allocator->current is NULL.
In this case the result of the function, given by:
params = &allocator->current->param[allocator->index * allocator->stride];
is an invalid non-NULL pointer.
Functions like shader_sm4_read_instruction() may call
vsir_program_get_src_params() or vsir_program_get_dst_params() with 0
counts for various DCL_ instructions, as well as things like NOP,
ELSE, and SYNC.
We could avoid calling the functions in question with 0 counts, but it
doesn't seem worth the effort.
Alternatively, we could just return NULL on 'count == 0', but this is
also complicated because NULL is interpreted as a memory allocation
failure on the callers.
So we force allocation of the next node even if 'count = 0' when
allocator->current is NULL.
2024-05-13 22:27:13 +02:00
Francisco Casas
28d267b7c0
vkd3d-shader/hlsl: Allocate SM1 numeric uniforms in decreasing bind count.
2024-05-13 22:26:21 +02:00
Francisco Casas
e7450ce539
vkd3d-shader/d3dbc: Write used bind count for numeric uniforms.
2024-05-13 22:26:13 +02:00
Francisco Casas
f548644222
vkd3d-shader/hlsl: Only allocate numeric bind count for SM1 numeric uniforms.
...
Unless they have register reservations, in which case the whole
variable is still reserved.
2024-05-13 22:26:08 +02:00
Francisco Casas
573d511344
vkd3d-shader/hlsl: Track bind count according to usage for uniforms.
...
Where bind count means the number of registers required to include all
dereferences to the variable within the shader as in
hlsl_ir_var.bind_count[].
2024-05-13 22:26:07 +02:00
Francisco Casas
e0a801e796
vkd3d-shader/hlsl: Improve tracking of used components running DCE before.
...
track_object_components_usage() had to be improved to also
register derefs on resource stores.
It was not doing it because it assumed that for every resource store
there was a resource load already, which was true, before calling DCE.
2024-05-13 22:26:05 +02:00
Francisco Casas
657e460d11
vkd3d-shader/hlsl: Allocate unused variables with register reservations on SM1.
2024-05-13 22:26:03 +02:00
Conor McCarthy
77259da1ad
vkd3d-shader/spirv: Implement the WAVE_PREFIX_BIT_COUNT instruction.
2024-05-13 11:50:23 +02:00
Conor McCarthy
2810edf45b
vkd3d-shader/dxil: Implement DX intrinsic WavePrefixBitCount.
2024-05-13 11:50:22 +02:00
Conor McCarthy
065ef0c5e4
vkd3d-shader/spirv: Implement the WAVE_IS_FIRST_LANE instruction.
2024-05-13 11:50:21 +02:00
Conor McCarthy
c30976e5c2
vkd3d-shader/dxil: Implement DX intrinsic WaveIsFirstLane.
2024-05-13 11:50:20 +02:00
Conor McCarthy
feef2577ef
vkd3d-shader/spirv: Implement the WAVE_ALL_BIT_COUNT instruction.
2024-05-13 11:50:19 +02:00
Conor McCarthy
cb5163f9a4
vkd3d-shader/dxil: Implement DX intrinsic WaveAllBitCount.
2024-05-13 11:50:17 +02:00
Conor McCarthy
962096f179
vkd3d-shader/dxil: Implement DX intrinsics EmitStream, CutStream and EmitThenCutStream.
2024-05-08 21:08:16 +02:00
Conor McCarthy
cc49f26af1
vkd3d-shader/ir: Validate geometry shader properties.
2024-05-08 21:08:15 +02:00
Conor McCarthy
4fd2d5aa77
vkd3d-shader/dxil: Load geometry shader properties.
2024-05-08 21:08:14 +02:00
Nikolay Sivov
0053cc52b7
vkd3d-shader/fx: Initial support for writing sample state objects.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:05 +02:00
Nikolay Sivov
3c6470e3b2
vkd3d-shader/fx: Set UAV count in the header.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:04 +02:00
Nikolay Sivov
1a79d1e945
vkd3d-shader/fx: Filter out unsupported object types.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:03 +02:00
Nikolay Sivov
9bbed14987
vkd3d-shader/fx: Fix shader counter in the header.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:02 +02:00
Nikolay Sivov
cb1a271151
vkd3d-shader/fx: Set texture count in the header.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:01 +02:00
Nikolay Sivov
162d8760be
vkd3d-shader/fx: Set RTV counter in the header.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:00 +02:00
Nikolay Sivov
a879ac5536
vkd3d-shader/fx: Write depth stencil view object variables.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:07:59 +02:00
Zebediah Figura
c2eb563e50
vkd3d-shader/fx: Skip uniform copy logic for global variables.
2024-05-08 21:07:58 +02:00
Francisco Casas
68483d070f
vkd3d-shader/hlsl: Turn hlsl_state_block_entry arguments into hlsl_src.
...
This allows to apply passes that replace instructions in
hlsl_state_block_entry.instrs.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:07:57 +02:00
Zebediah Figura
7b3c47ba2e
vkd3d-shader/tpf: Write the field offset in bytes.
2024-05-06 22:12:48 +02:00
Zebediah Figura
2480eec98b
vkd3d-shader/hlsl: Move the "base_type" member to the class-specific union.
2024-05-06 22:12:41 +02:00
Zebediah Figura
4fd3f46109
vkd3d-shader/hlsl: Use a switch in hlsl_types_are_equal().
2024-05-06 22:12:39 +02:00
Zebediah Figura
d9f7a88329
vkd3d-shader/hlsl: Make HLSL_TYPE_PIXELSHADER into a separate class.
2024-05-06 22:12:37 +02:00
Zebediah Figura
874937dab4
vkd3d-shader/hlsl: Make HLSL_TYPE_VERTEXSHADER into a separate class.
2024-05-06 22:12:34 +02:00
Zebediah Figura
e904b4596a
vkd3d-shader/hlsl: Ensure that the type is numeric before calling expr_common_base_type().
2024-05-06 22:12:33 +02:00
Conor McCarthy
cfcc789b42
vkd3d-shader/spirv: Implement the WAVE_OP_* instructions.
2024-05-06 22:12:27 +02:00
Conor McCarthy
c71751edc9
vkd3d-shader/dxil: Implement DX intrinsics WaveActiveOp and WavePrefixOp.
2024-05-06 22:12:25 +02:00
Conor McCarthy
fef5760af0
vkd3d-shader/spirv: Implement the WAVE_ACTIVE_BIT_* instructions.
2024-05-06 22:12:24 +02:00
Conor McCarthy
af208135f3
vkd3d-shader/dxil: Implement DX intrinsic WaveActiveBit.
2024-05-06 22:12:22 +02:00
Conor McCarthy
1c49b3a779
vkd3d-shader/spirv: Implement the WAVE_ACTIVE_BALLOT instruction.
2024-05-06 22:12:21 +02:00
Conor McCarthy
174a692a17
vkd3d-shader/dxil: Implement DX intrinsic WaveActiveBallot.
2024-05-06 22:12:19 +02:00
Henri Verbeet
592e902d47
vkd3d-shader: Pass a struct vsir_program to vkd3d_shader_parser_compile().
2024-05-02 22:19:18 +02:00
Henri Verbeet
fa7b623eac
vkd3d-shader: Pass a struct vsir_program to scan_with_parser().
2024-05-02 22:19:18 +02:00
Henri Verbeet
f948520504
vkd3d-shader/spirv: Pass a struct vsir_program to spirv_compile().
2024-05-02 22:19:17 +02:00
Henri Verbeet
e21215f466
vkd3d-shader/spirv: Pass a struct vsir_program to spirv_compiler_generate_spirv().
2024-05-02 22:19:16 +02:00
Conor McCarthy
95489899be
vkd3d-shader/spirv: Handle the WAVE_ANY_TRUE instruction.
2024-05-02 22:19:02 +02:00
Conor McCarthy
fb5eb3159d
vkd3d-shader/dxil: Implement DX intrinsic WaveAnyTrue.
2024-05-02 22:19:00 +02:00
Conor McCarthy
77ec2a5caa
vkd3d-shader/spirv: Handle the WAVE_ALL_TRUE instruction.
2024-05-02 22:18:59 +02:00
Conor McCarthy
8e2b351538
vkd3d-shader/dxil: Implement DX intrinsic WaveAllTrue.
2024-05-02 22:18:58 +02:00
Conor McCarthy
78f2d2936d
vkd3d-shader/spirv: Handle the WAVE_ACTIVE_ALL_EQUAL instruction.
2024-05-02 22:18:57 +02:00
Conor McCarthy
9aa9b112e6
vkd3d-shader/dxil: Implement DX intrinsic WaveActiveAllEqual.
2024-05-02 22:18:55 +02:00
Conor McCarthy
c770efc530
vkd3d-shader/spirv: Handle the WAVELANEINDEX register.
2024-05-02 22:18:54 +02:00
Conor McCarthy
a130c970a6
vkd3d-shader/spirv: Handle the WAVELANECOUNT register.
2024-05-02 22:18:49 +02:00
Conor McCarthy
6a56b4e5d8
vkd3d-shader/dxil: Implement DX intrinsics WaveGetLaneCount and WaveGetLaneIndex.
2024-05-02 22:18:48 +02:00
Conor McCarthy
127bcf90e4
vkd3d-shader/dxil: Implement DX intrinsic Coverage.
2024-04-30 16:32:10 +02:00
Conor McCarthy
36c76e1557
vkd3d-shader/dxil: Handle SV_PrimitiveId.
2024-04-30 16:32:10 +02:00
Conor McCarthy
eef0f7c29e
vkd3d-shader/dxil: Handle SV_InstanceId.
2024-04-30 16:32:10 +02:00
Conor McCarthy
fb730b11cf
vkd3d-shader/dxil: Handle constexpr pointer cast.
2024-04-30 16:31:44 +02:00
Conor McCarthy
05510c118a
vkd3d-shader/dxil: Emit an error if a CMPXCHG instruction uses a forward-referenced pointer.
2024-04-30 16:31:42 +02:00
Conor McCarthy
b67a68b486
vkd3d-shader/dxil: Emit an error if a ATOMICRMW instruction uses a forward-referenced pointer.
2024-04-30 16:31:41 +02:00
Conor McCarthy
9615c38968
vkd3d-shader/dxil: Emit an error if a STORE instruction uses a forward-referenced pointer.
2024-04-30 16:31:40 +02:00
Conor McCarthy
b4b5af66ef
vkd3d-shader/dxil: Emit an error if a LOAD instruction uses a forward-referenced pointer.
2024-04-30 16:31:39 +02:00
Alexandre Julliard
91762a62c6
vkd3d-shader: Avoid non-constant initializer.
...
Fixes "initializer element is not constant" error with gcc < 8.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56508
2024-04-30 16:31:32 +02:00
Henri Verbeet
87c83e2ae2
vkd3d-shader: Get rid of struct vkd3d_shader_desc.
2024-04-30 16:31:19 +02:00
Henri Verbeet
b761f1a263
vkd3d-shader/spirv: Use location information from the current instruction.
2024-04-30 16:31:14 +02:00
Henri Verbeet
8b8ad07057
vkd3d-shader/hlsl: Use vkd3d_string_buffer_printf() in declare_predefined_types().
2024-04-30 16:31:09 +02:00
Francisco Casas
ee735e8eed
vkd3d-shader/hlsl: Fold x * 1 identities.
2024-04-30 16:31:05 +02:00
Francisco Casas
b14f935d0f
vkd3d-shader/hlsl: Fold x + 0 identities.
2024-04-30 16:31:02 +02:00
Conor McCarthy
075979fa21
vkd3d-shader/ir: Always check for undominated SSA use in register relative addresses.
2024-04-24 23:48:13 +02:00
Francisco Casas
5e3515f191
vkd3d-shader/d3dbc: Support SM1 if conditionals.
...
According to the documentation, if_comp is available from 2_x pixel
and vertex shaders and, unlike "if bool" it doesn't expect a constant
boolean register (from the input signature), so:
if_neq cond -cond
seems like a convenient way to write these, for profiles above 2.0.
2024-04-24 23:48:06 +02:00
Francisco Casas
d2427ea1bd
vkd3d-shader/ir: Lower IFC instructions to IF instructions.
2024-04-24 23:48:05 +02:00
Francisco Casas
e370ce5bf2
vkd3d-shader/d3dbc: Pass hlsl_block instead of function declaration.
2024-04-24 23:48:04 +02:00
Henri Verbeet
46fca3f9f4
vkd3d-common: Introduce VKD3D_BITMAP_SIZE.
2024-04-23 22:41:25 +02:00
Francisco Casas
aa35b2cecb
vkd3d-shader/hlsl: Cleanup parse_attribute_list structs (valgrind).
2024-04-23 22:38:03 +02:00
Conor McCarthy
e3dde09bb9
vkd3d-shader/ir: Accept undefined PHI incomings as valid.
...
An incoming can be undefined if the PHI result is not used if the
incoming's path was taken, or if the undefined value is consumed by
an instruction (dxc will compile such code without errors).
2024-04-23 22:37:33 +02:00
Zebediah Figura
d7da278693
vkd3d-shader/hlsl: Make HLSL_TYPE_RENDERTARGETVIEW into a separate class.
2024-04-23 22:37:09 +02:00
Zebediah Figura
ee2bde3aba
vkd3d-shader/hlsl: Make HLSL_TYPE_DEPTHSTENCILVIEW into a separate class.
2024-04-23 22:37:06 +02:00
Zebediah Figura
76971d811e
vkd3d-shader/hlsl: Make HLSL_TYPE_TECHNIQUE into a separate class.
2024-04-23 22:36:51 +02:00
Zebediah Figura
3c8c7426df
vkd3d-shader/hlsl: Make HLSL_TYPE_PASS into a separate class.
2024-04-23 22:36:38 +02:00
Zebediah Figura
24d3a352a6
vkd3d-shader/hlsl: Make HLSL_TYPE_EFFECT_GROUP into a separate class.
2024-04-23 22:36:32 +02:00
Giovanni Mascellani
6b841486d4
vkd3d-shader/ir: Materialize SSAs in each function of a hull shader.
2024-04-23 22:36:17 +02:00
Giovanni Mascellani
c8af142bb0
vkd3d-shader/ir: Structurize each function of a hull shader.
2024-04-23 22:36:16 +02:00
Giovanni Mascellani
d8e4b19cdc
vkd3d-shader/ir: Skip invalid blocks when materializing undominated SSAs.
2024-04-23 22:36:14 +02:00
Henri Verbeet
8345b9b6f5
vkd3d-shader/glsl: Implement VKD3DSIH_NOP.
2024-04-22 23:14:30 +02:00
Conor McCarthy
079f8e4d52
vkd3d-shader/dxil: Implement DX intrinsic OutputControlPointID.
2024-04-22 23:13:31 +02:00
Conor McCarthy
3976738baf
vkd3d-shader/dxil: Implement DX intrinsic DomainLocation.
2024-04-22 23:13:30 +02:00
Conor McCarthy
e165f9cefc
vkd3d-shader/dxil: Implement DX intrinsic StorePatchConstant.
2024-04-22 23:13:29 +02:00
Conor McCarthy
3479962983
vkd3d-shader/dxil: Implement DX intrinsics LoadOutputControlPoint and LoadPatchConstant.
2024-04-22 23:13:28 +02:00
Conor McCarthy
4457181b2a
vkd3d-shader/dxil: Support patch constant functions and signatures.
2024-04-22 23:13:26 +02:00
Zebediah Figura
833c897aac
vkd3d-shader/hlsl: Parse register space reservations.
2024-04-22 23:13:15 +02:00
Zebediah Figura
29f6a7e5f7
vkd3d-shader/hlsl: Rename register_opt and packoffset_opt to register_reservation and packoffset_reservation.
...
"opt" seems to imply "optional", but the optional aspect of these reservations
is not (and never has been) encoded into these rules.
2024-04-22 23:13:13 +02:00
Henri Verbeet
4a209efb62
vkd3d-shader/hlsl: Support spirv-binary and spirv-text as target formats.
2024-04-19 22:24:07 +02:00
Henri Verbeet
0116e49d9b
vkd3d-shader/hlsl: Support d3d-asm as target format.
2024-04-19 22:24:06 +02:00
Henri Verbeet
414bb99542
vkd3d-shader/glsl: Add vkd3d-shader version information to the generated shader.
2024-04-19 22:23:55 +02:00
Conor McCarthy
3205e08fb1
vkd3d-shader/dxil: Support SV_Depth, SV_DepthGreaterEqual and SV_DepthLessEqual.
2024-04-19 22:23:43 +02:00
Zebediah Figura
171e097268
vkd3d-shader/hlsl: Make HLSL_TYPE_UAV into a separate class.
2024-04-19 22:23:20 +02:00
Zebediah Figura
93d7cd1785
vkd3d-shader/hlsl: Make HLSL_TYPE_TEXTURE into a separate class.
2024-04-19 22:23:19 +02:00
Zebediah Figura
220362cbad
vkd3d-shader/hlsl: Make HLSL_TYPE_SAMPLER into a separate class.
2024-04-19 22:23:18 +02:00
Zebediah Figura
f57db442b0
vkd3d-shader/hlsl: Make HLSL_TYPE_STRING into a separate class.
2024-04-19 22:23:16 +02:00
Zebediah Figura
cdcf2da2eb
vkd3d-shader/hlsl: Make HLSL_TYPE_VOID into a separate class.
2024-04-19 22:23:14 +02:00
Henri Verbeet
e17e481130
vkd3d-shader/glsl: Call vkd3d_shader_normalise().
2024-04-17 22:52:20 +02:00
Conor McCarthy
6975a8d726
vkd3d-shader: Introduce SPIRV_ENVIRONMENT_VULKAN_1_1.
...
The SPIR-V backend may emit SPIR-V 1.3 if Vulkan 1.1 is available.
Some extensions which provide wave op instructions are available in
SPIR-V 1.0, but these are not sufficient to implement all Shader Model 6
wave op intrinsics. SPIR-V 1.3 has all of the required instructions, but
does not support reading from a quad at a non-constant (but uniform) lane
index, so it may later prove necessary to introduce a Vulkan 1.2
environment.
2024-04-17 22:51:49 +02:00
Conor McCarthy
a7870e1793
vkd3d-shader/spirv: Emit a compiler warning if an atomic op is flagged volatile.
2024-04-17 22:51:43 +02:00
Conor McCarthy
d9f42b2c51
vkd3d-shader/dxil: Implement the DXIL CMPXCHG instruction.
2024-04-17 22:51:41 +02:00
Conor McCarthy
99996ed5b5
vkd3d-shader/dxil: Implement DX intrinsic RenderTargetGetSampleCount.
2024-04-17 22:51:34 +02:00
Conor McCarthy
fe5e821cca
vkd3d-shader/dxil: Implement DX intrinsics Texture2DMSGetSamplePosition and RenderTargetGetSamplePosition.
2024-04-17 22:51:32 +02:00
Henri Verbeet
1d6c3eae78
vkd3d-shader/ir: Remove VKD3DSIH_DCL_CONSTANT_BUFFER instructions.
2024-04-16 22:18:52 +02:00
Henri Verbeet
8a9364c124
vkd3d-shader/d3d-asm: Get rid of shader_addline().
2024-04-16 22:18:44 +02:00
Giovanni Mascellani
a359c42795
vkd3d-shader/ir: Only emit launchers when needed.
2024-04-16 22:18:33 +02:00
Giovanni Mascellani
df4731dc17
vkd3d-shader/ir: Only emit trampolines when needed.
2024-04-16 22:18:26 +02:00
Giovanni Mascellani
d6ba8b88fa
vkd3d-shader/ir: Swap selection branches if the if branch is empty.
2024-04-16 22:18:25 +02:00
Conor McCarthy
0515482e82
vkd3d-shader/ir: Validate tessellation declarations.
2024-04-16 22:18:18 +02:00
Conor McCarthy
e1abf1e48a
vkd3d-shader/dxil: Implement DX intrinsic PrimitiveID.
2024-04-16 22:18:17 +02:00
Conor McCarthy
54016b3ced
vkd3d-shader/dxil: Load hull shader properties.
2024-04-16 22:18:15 +02:00
Conor McCarthy
02cbc511bb
vkd3d-shader/dxil: Load domain shader properties.
2024-04-16 22:18:14 +02:00
Henri Verbeet
b8eadf4bab
vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_interpolation_mode().
2024-04-15 21:33:58 +02:00
Henri Verbeet
1ad524072d
vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_primitive_type().
2024-04-15 21:33:57 +02:00
Henri Verbeet
7d72accce2
vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_decl_usage().
2024-04-15 21:33:56 +02:00
Henri Verbeet
4d8c966ff4
vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_shader_input_sysval_semantic().
2024-04-15 21:33:55 +02:00
Henri Verbeet
37401fa11c
vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_reg_type().
2024-04-15 21:33:54 +02:00
Henri Verbeet
7c66c9122d
vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_register().
2024-04-15 21:33:52 +02:00
Conor McCarthy
23db066922
vkd3d-shader/ir: Implement MAD in two operations if flagged as precise.
...
With some changes by Giovanni Mascellani.
2024-04-15 21:33:35 +02:00
Giovanni Mascellani
9112a5be58
vkd3d-shader/ir: Move DCL_TEMPS removal to the generic instruction lowering pass.
2024-04-15 21:33:34 +02:00
Giovanni Mascellani
8a17a5a08b
vkd3d-shader/ir: Introduce vsir_program_lower_instructions().
...
It is meant as generic pass to host all program changes to single
instructions that do not require keeping a global state, intstead
of having to loop through the whole program many times.
2024-04-15 21:33:32 +02:00
Giovanni Mascellani
a7dc6dcce2
vkd3d-shader/ir: Split handling jumps when emitting a structured program.
2024-04-15 21:33:28 +02:00
Giovanni Mascellani
1a8a4c7787
vkd3d-shader/ir: Split handling selections when emitting a structured program.
2024-04-15 21:33:26 +02:00
Giovanni Mascellani
052df4d693
vkd3d-shader/ir: Split handling loops when emitting a structured program.
2024-04-15 21:33:16 +02:00
Giovanni Mascellani
5e42f6779a
vkd3d-shader/ir: Split handling blocks when emitting a structured program.
2024-04-15 21:33:15 +02:00
Giovanni Mascellani
b4cfc24f67
vkd3d-shader/ir: Refactor declaration emission outside of the CFG structure.
...
This is in preparation of handling more than one function (as
it happens for Hull Shaders), which will require having a single
row of declarations, but handling more than one CFG.
2024-04-15 21:33:14 +02:00
Giovanni Mascellani
27801e5612
vkd3d-shader/ir: Split undominated SSA materialization.
2024-04-15 21:33:13 +02:00
Giovanni Mascellani
d891ac5017
vkd3d-shader/ir: Split program structurization.
2024-04-15 21:33:12 +02:00
Giovanni Mascellani
eb15f97083
vkd3d-shader/ir: Move breaks out of selections again after having optimized loops.
2024-04-15 21:33:08 +02:00
Giovanni Mascellani
be7eec75dc
vkd3d-shader/ir: Append code to the non-breaking branch if there is breaking one.
2024-04-15 21:33:07 +02:00
Giovanni Mascellani
a2c6b5450b
vkd3d-shader/ir: Prepare for changing the destination list in vsir_cfg_optimize_recurse().
2024-04-15 21:33:05 +02:00
Petrichor Park
1fb9e7526b
vkd3d-shader/hlsl: Implement tanh.
2024-04-15 21:32:59 +02:00
Petrichor Park
c4182cc272
vkd3d-shader/hlsl: Implement hyperbolic sin and cos.
2024-04-15 21:32:56 +02:00
Giovanni Mascellani
aad040af05
vkd3d-shader/ir: Remove loops that terminate with a `break'.
2024-04-11 09:22:14 -05:00
Giovanni Mascellani
105ccc4769
vkd3d-shader/ir: Count how many jumps target each loop.
2024-04-11 09:22:13 -05:00
Giovanni Mascellani
f5d1b5d263
vkd3d-shader/ir: Move `break's out of selection constructs when possible.
2024-04-11 09:22:11 -05:00
Nikolay Sivov
8d78e3a821
vkd3d-shader/hlsl: Support refract() intrinsic.
...
With some changes by Giovanni Mascellani.
2024-04-10 08:55:27 -05:00
Giovanni Mascellani
ecad299ba4
vkd3d-shader/hlsl: Emit half results when operating on half arguments.
2024-04-10 08:55:24 -05:00
Zebediah Figura
280bea9033
vkd3d-shader/fx: Use a switch in write_fx_2_initial_value().
2024-04-10 08:55:20 -05:00
Zebediah Figura
6c6106f780
vkd3d-shader/fx: Move unimplemented type checks into is_type_supported_fx_2().
2024-04-10 08:55:19 -05:00
Zebediah Figura
047040fc63
vkd3d-shader/fx: Don't use an array to write the type class.
2024-04-10 08:55:18 -05:00
Zebediah Figura
285059ef11
vkd3d-shader/d3dbc: Consider the class in sm1_base_type().
...
We want the base type to stop being a property of all types, and to stop using
the same enumeration for objects and numeric types. The backend should do the
work of translation; we want a more sensible and convenient representation for
the compiler itself.
2024-04-10 08:55:17 -05:00
Zebediah Figura
a882d60534
vkd3d-shader/hlsl: Map HLSL_TYPE_DOUBLE to D3DXPT_FLOAT.
2024-04-10 08:55:15 -05:00
Giovanni Mascellani
a2bb4ef301
vkd3d-shader/d3d-asm: Reset indent level on HS phases.
2024-04-10 08:54:29 -05:00
Conor McCarthy
cb5411408a
vkd3d-shader/dxil: Implement DX intrinsic CalculateLOD.
2024-04-10 08:54:23 -05:00
Francisco Casas
e9559c394b
vkd3d-shader/hlsl: Allow KW_PIXELSHADER and KW_VERTEXSHADER as stateblock lhs.
2024-04-10 08:54:23 -05:00
Francisco Casas
ef9ae22ed0
vkd3d-shader/hlsl: Store state block on pass variables.
2024-04-10 08:54:23 -05:00
Francisco Casas
a99bcb1196
vkd3d-shader/hlsl: Parse list of state blocks.
2024-04-10 08:54:23 -05:00
Francisco Casas
80320f6129
vkd3d-shader/hlsl: Introduce hlsl_ir_stateblock_constant.
2024-04-10 08:54:23 -05:00
Francisco Casas
ee0d439a1b
vkd3d-shader/hlsl: Parse and store state blocks on variables.
2024-04-10 08:54:23 -05:00
Francisco Casas
4dedcc5885
vkd3d-shader/hlsl: Also call dce before lowering deref paths.
2024-04-10 08:54:23 -05:00
Francisco Casas
5ab1ef1cad
vkd3d-shader/hlsl: Properly release string buffer on write_atan_or_atan2().
...
vkd3d_string_buffer_cleanup() doesn't do the same as
hlsl_release_string_buffer(). The former only frees the char array
inside the string buffer and not the string buffer itself.
2024-04-09 12:28:03 -05:00
Zebediah Figura
0e3377a1be
vkd3d-shader/hlsl: Avoid using HLSL_CLASS_OBJECT without checking the base type.
...
As the diffstat shows, HLSL_CLASS_OBJECT does not really have much in common.
Resource types (TEXTURE, SAMPLER, UAV) sometimes behave similarly to each other,
but do not generally behave similarly to effect-specific types (string, shader,
state, view). Most consumers of HLSL_CLASS_OBJECT subsequently check the base
type anyway.
Hence we want to replace HLSL_TYPE_* with individual classes for object types.
As a first step, change the last few places that only check HLSL_CLASS_OBJECT.
2024-04-09 12:27:55 -05:00
Zebediah Figura
269cdad7b9
vkd3d-shader/hlsl: Consider any valid register reservation to invoke manual packing.
...
Regardless of the type of the variable.
2024-04-09 12:27:53 -05:00
Zebediah Figura
ce50c3a186
vkd3d-shader/hlsl: Use hlsl_type_is_resource() for unbounded array checks.
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Not all objects can be unbounded descriptors.
2024-04-09 12:27:51 -05:00
Zebediah Figura
c5f507ac38
vkd3d-shader/hlsl: Add SM5.1 shader target strings.
2024-04-09 12:27:47 -05:00
Zebediah Figura
843968cd63
vkd3d-shader/hlsl: Use hlsl_version_ge() when checking for unbounded arrays.
...
6.x also allows them.
2024-04-09 12:27:45 -05:00
Zebediah Figura
5fbd2708c0
vkd3d-shader/hlsl: Move shader version helpers to hlsl.h.
2024-04-09 12:27:43 -05:00
Conor McCarthy
e72c3bab71
vkd3d-shader/spirv: Ensure the data register is UINT in spirv_compiler_emit_store_tgsm().
2024-04-09 12:27:30 -05:00
Conor McCarthy
dc99159dd8
vkd3d-shader/spirv: Bitcast if necessary in spirv_compiler_emit_store_dst_components().
2024-04-09 12:27:29 -05:00
Conor McCarthy
85c8c6be4d
vkd3d-shader/dxil: Support constexpr GEP.
2024-04-09 12:27:26 -05:00
Conor McCarthy
7d5e3713f9
vkd3d-shader/ir: Materialise SSAs to temps before lowering switch instructions.
2024-04-09 12:27:20 -05:00
Conor McCarthy
cfcd57209b
vkd3d-shader/ir: Convert SSAs to temps only if the block of origin does not dominate all uses.
2024-04-09 12:27:19 -05:00
Conor McCarthy
1c61776c18
vkd3d-shader/spirv: Handle uint2 to double bitcast in spirv_compiler_emit_mov().
...
Necessary for MakeDouble if the dst is SSA.
2024-04-09 12:27:18 -05:00
Conor McCarthy
c8eb7e1c81
vkd3d-shader/spirv: Emit a uint result for RESINFO_UINT if the dst register is SSA.
2024-04-09 12:27:16 -05:00
Conor McCarthy
7bfc7410f2
vkd3d-shader/ir: Materialise phis to temps in the incoming blocks.
...
RADV converts temps to phi instructions, so converting phis to MOVC in
VSIR just translates back to phis feeding into a MOVC. This commit
eliminates the MOVC.
2024-04-09 12:27:15 -05:00
Francisco Casas
62bb12f322
vkd3d-shader/hlsl: Use LOGIC_AND instead of MUL in all().
2024-04-09 12:27:09 -05:00
Francisco Casas
53e4d6eedb
vkd3d-shader/hlsl: Use LOGIC_OR instead of BIT_OR in any().
...
Note that BIT_OR is not available for SM1 bools, so we must prefer
LOGIC_OR when possible.
2024-04-09 12:27:07 -05:00
Francisco Casas
2621fc9572
vkd3d-shader/ir: Add missing src swizzle in vsir_program_lower_texkills().
2024-04-09 12:27:06 -05:00
Francisco Casas
8fca801591
vkd3d-shader/tpf: Use the extra_bits field for _nz on discard.
2024-04-09 12:27:03 -05:00
Francisco Casas
3a0a4b625f
vkd3d-shader/hlsl: Merge HLSL_OP3_MOVC into HLSL_OP3_TERNARY.
2024-04-09 12:27:02 -05:00
Francisco Casas
8f6f875a59
vkd3d-shader/hlsl: Move lower of non-float expressions with the other SM1 passes.
2024-04-09 12:27:01 -05:00
Francisco Casas
19fd43214b
vkd3d-shader/hlsl: Ensure that TERNARY condition is always bool.
...
Also, properly casting it to float in lower_ternary() for SM1
avoids creating ABS and NEG on bool types.
2024-04-09 12:26:59 -05:00
Giovanni Mascellani
a278f32d3f
vkd3d-shader/ir: Synthesize selection constructs from conditional jumps.
2024-04-04 22:19:19 +02:00
Giovanni Mascellani
0d13b6afe9
vkd3d-shader/ir: Remove trailing `continue's.
2024-04-04 22:19:18 +02:00
Giovanni Mascellani
d8414302e8
vkd3d-shader/ir: Move `continue's to the false branch when possible.
2024-04-04 22:19:16 +02:00
Nikolay Sivov
4b0a328a2b
vkd3d-shader/hlsl: Allow 'export' modifier on functions.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-04-03 22:24:15 +02:00
Giovanni Mascellani
e6c20361ea
vkd3d-shader/ir: Drop a useless helper.
2024-04-03 22:23:08 +02:00
Giovanni Mascellani
9aff65c6d2
vkd3d-shader/ir: Open a loop when visiting the loop header.
...
Not when making the loop header available, which is too early and
might lead to open too many loops at once.
2024-04-03 22:23:06 +02:00
Nikolay Sivov
e1e6367210
vkd3d-shader/fx: Add an option to include empty buffers in the effect binary.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-04-02 23:10:42 +02:00
Nikolay Sivov
c509c85f63
vkd3d-shader/hlsl: Allow annotations on constant buffers.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-04-02 23:10:40 +02:00
Giovanni Mascellani
d10031911d
vkd3d-shader/ir: Move vsir_program_normalise() to the end of the file.
...
vsir_program_normalise() has function calls to basically everything in
ir.c, so it's useful to have it in an easily reachable place to
quickly jump to wherever you need using your favorite code editor's
features.
2024-04-02 23:10:07 +02:00
Zebediah Figura
106cbc02de
vkd3d-shader/hlsl: Use hlsl_is_numeric_type() in type_has_object_components().
2024-04-02 23:09:38 +02:00
Zebediah Figura
54f2dfe403
vkd3d-shader/hlsl: Simplify type_has_object_components().
...
The extra argument is not very easy to intuit. Since all we're trying to do here is check whether the type is a struct with object components in it, write that out explicitly.
2024-04-02 23:09:36 +02:00
Zebediah Figura
1e7d82798c
vkd3d-shader/hlsl: Move a hlsl_fixme() to a more relevant place.
2024-04-02 23:09:35 +02:00
Zebediah Figura
675d7b8cb6
vkd3d-shader/hlsl: Remove a redundant type check.
...
We already perform an implicit cast per component in initialize_var_components().
2024-04-02 23:09:33 +02:00
Conor McCarthy
d72d5c35d1
vkd3d-shader/dxil: Implement DX intrinsics Dot2, Dot3 and Dot4.
2024-04-02 23:09:28 +02:00
Conor McCarthy
2909a5aacc
vkd3d-shader/dxil: Implement DX intrinsic MakeDouble.
2024-04-02 23:09:23 +02:00
Conor McCarthy
11ee92ed7e
vkd3d-shader/dxil: Implement DX intrinsic Discard.
2024-03-27 22:37:42 +01:00
Conor McCarthy
8d947ce868
vkd3d-shader/spirv: Support bool source in spirv_compiler_emit_discard().
2024-03-27 22:37:40 +01:00
Zebediah Figura
6b6e4bc212
vkd3d-shader: Add a compile option to control whether implicit truncation warnings are printed.
...
d3dcompiler and d3dx9 versions before 42 don't emit this error; this will be
necessary to emulate that behaviour.
Other warnings exist that are introduced in different d3dcompiler versions,
although there are not very many distinct HLSL warnings to begin with.
We could of course group all these together under a single compiler option, but
I find that using separate top-level options is unilaterally friendlier to an
API consumer, and simpler to implement as well. It also in some sense maps
conceptually to e.g. "-Wno-implicit-conversion".
2024-03-27 22:37:34 +01:00
Nikolay Sivov
b382d1843d
vkd3d-shader/fx: Accept texture types when writing fx_2_0 effects.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-27 22:37:29 +01:00
Nikolay Sivov
b09f919673
vkd3d-shader/hlsl: Treat "texture" type name as case-insensitive.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-27 22:37:28 +01:00
Nikolay Sivov
17dc23269e
vkd3d-shader/fx: Handle "uint" type for fx_2_0 parameters.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-27 22:37:27 +01:00