Commit Graph

3743 Commits

Author SHA1 Message Date
Conor McCarthy
6e3e200e96 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_load_input(). 2024-02-14 21:48:20 +01:00
Conor McCarthy
eb1bfaa821 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_tertiary(). 2024-02-14 21:48:19 +01:00
Conor McCarthy
1a2de25273 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_cbuffer_load(). 2024-02-14 21:48:18 +01:00
Conor McCarthy
0a23c81196 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_binary(). 2024-02-14 21:48:17 +01:00
Conor McCarthy
83e6ee4b3d vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_unary(). 2024-02-14 21:48:14 +01:00
Conor McCarthy
217eb06f37 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_binop(). 2024-02-14 21:48:13 +01:00
Conor McCarthy
5a76cedf87 vkd3d-shader/dxil: Implement DX intrinsic SampleGrad. 2024-02-14 21:48:08 +01:00
Conor McCarthy
5178fb7364 vkd3d-shader/dxil: Implement DX intrinsic Sample. 2024-02-14 21:48:06 +01:00
Conor McCarthy
0a3eb61170 vkd3d-shader/dxil: Load sampler descriptors. 2024-02-14 21:48:03 +01:00
Conor McCarthy
aac3916fcf vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS13 in CheckFeatureSupport(). 2024-02-13 22:51:28 +01:00
Conor McCarthy
7b4e731aa5 vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS12 in CheckFeatureSupport(). 2024-02-13 22:51:28 +01:00
Conor McCarthy
68663b4fef vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS11 in CheckFeatureSupport(). 2024-02-13 22:51:28 +01:00
Conor McCarthy
a0bb055ad2 vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS10 in CheckFeatureSupport(). 2024-02-13 22:51:28 +01:00
Henri Verbeet
5eba031fa1 vkd3d: Cast DWORD flags to uint32_t in debug traces. 2024-02-09 22:47:51 +01:00
Giovanni Mascellani
5905489b7f vkd3d-shader/hlsl: Free the selector in postfix_expr (Valgrind). 2024-02-09 22:47:46 +01:00
Giovanni Mascellani
a10de1b239 vkd3d-shader/hlsl: Free the individual attributes in func_prototype (Valgrind). 2024-02-09 22:47:45 +01:00
Giovanni Mascellani
049327a270 vkd3d-shader/hlsl: Free the parse initializer in attribute (Valgrind). 2024-02-09 22:47:44 +01:00
Giovanni Mascellani
521082afbe vkd3d-shader/hlsl: Free variable identifiers in primary_expr (Valgrind). 2024-02-09 22:47:42 +01:00
Henri Verbeet
5c917552c9 vkd3d: Use PRIuPTR for SIZE_T variables in debug traces. 2024-02-07 22:59:45 +01:00
Henri Verbeet
8ddca1ebaf vkd3d: Get rid of vkd3d_atomic_decrement(). 2024-02-07 22:59:37 +01:00
Henri Verbeet
6e439045e8 vkd3d: Get rid of vkd3d_atomic_increment(). 2024-02-07 22:59:37 +01:00
Conor McCarthy
18f73c1c4d vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS9 in CheckFeatureSupport(). 2024-02-07 22:59:32 +01:00
Conor McCarthy
8ea67b0ac6 vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS8 in CheckFeatureSupport(). 2024-02-07 22:59:32 +01:00
Conor McCarthy
5fd3076c67 vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS7 in CheckFeatureSupport(). 2024-02-07 22:59:31 +01:00
Conor McCarthy
db4a98c0d2 vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS6 in CheckFeatureSupport(). 2024-02-07 22:59:31 +01:00
Conor McCarthy
625e289574 vkd3d-shader/dxil: Handle hyperbolic trigonometric functions in sm6_parser_emit_dx_unary(). 2024-02-07 22:59:23 +01:00
Conor McCarthy
c35ec4f820 vkd3d-shader/dxil: Implement DX intrinsic TextureStore. 2024-02-07 22:59:18 +01:00
Conor McCarthy
efddcc9a99 vkd3d-shader/dxil: Support forward-referenced value ids. 2024-02-07 22:59:10 +01:00
Conor McCarthy
7f87a3e5fc vkd3d-shader/spirv: Handle the ACOS, ASIN and ATAN instructions in spirv_compiler_emit_ext_glsl_instruction(). 2024-02-06 23:09:55 +01:00
Conor McCarthy
19d23fa696 vkd3d-shader/dxil: Handle inverse trigonometric functions in sm6_parser_emit_dx_unary(). 2024-02-06 23:09:53 +01:00
Henri Verbeet
2f9906ee90 vkd3d-utils: Use PRIuPTR for SIZE_T variables in debug traces. 2024-02-06 23:09:41 +01:00
Henri Verbeet
51cdddb961 vkd3d: Introduce a debug helper for GPU descriptor handles. 2024-02-06 23:07:43 +01:00
Giovanni Mascellani
51f13391e6 vkd3d-shader/ir: Introduce a simple control flow graph structurizer.
The structurizer is implemented along the lines of what is usually called
the "structured program theorem": the control flow is completely
virtualized by mean of an additional TEMP register which stores the
block index which is currently running. The whole program is then
converted to a huge switch construction enclosed in a loop, executing
at each iteration the appropriate block and updating the register
depending on block jump instruction.

The algorithm's generality is also its major weakness: it accepts any
input program, even if its CFG is not reducible, but the output
program lacks any useful convergence information. It satisfies the
letter of the SPIR-V requirements, but it is expected that it will
be very inefficient to run on a GPU (unless a downstream compiler is
able to devirtualize the control flow and do a proper convergence
analysis pass). The algorithm is however very simple, and good enough
to at least pass tests, enabling further development. A better
alternative is expected to be upstreamed incrementally.

Side note: the structured program theorem is often called the
Böhm-Jacopini theorem; Böhm and Jacopini did indeed prove a variation
of it, but their algorithm is different from what is commontly attributed
to them and implemented here, so I opted for not using their name.
2024-02-06 23:07:07 +01:00
Giovanni Mascellani
19aef21369 vkd3d-shader/ir: Handle PHI nodes when materializing SSA registers.
PHI nodes cannot be used with TEMP registers, so they have to be
converted to MOV/MOVC nodes and moved before the BRANCH node.
2024-02-06 23:07:03 +01:00
Giovanni Mascellani
e0d3e9c376 vkd3d-shader/ir: Materialize SSA registers to temporaries.
For simplicity PHI nodes are not currently handled.

The goal for this pass is to make the CFG structurizer simpler, because
it doesn't have to care about the more rigid rules SSA registers have
to satisfy than TEMP registers.

It is likely that the generated code will be harder for downstream
compilers to optimize and execute efficiently, so once a complete
structurizer is in place this pass should be removed, or at least
greatly reduced in scope.
2024-02-06 23:07:00 +01:00
Giovanni Mascellani
eb723a8d2b vkd3d-shader/spirv: Support bool TEMP registers. 2024-02-06 23:06:58 +01:00
Giovanni Mascellani
49f0fd42b8 vkd3d-shader/spirv: Move bool casting helpers above register loading helpers. 2024-02-06 23:06:55 +01:00
Giovanni Mascellani
ee994e95dd vkd3d-shader/spirv: Convert the swizzle according to the source bit width.
Fixes: 1f536238a8
2024-02-06 23:06:53 +01:00
Giovanni Mascellani
674f86042d vkd3d-shader/dxil: Set the register before calling src_param_init_scalar().
Which uses the register to compute the appropriate swizzle.

Fixes: 1f536238a8
2024-02-06 23:06:49 +01:00
Henri Verbeet
06ddb10c40 vkd3d: Introduce a debug helper for CPU descriptor handles. 2024-02-01 22:25:36 +01:00
Henri Verbeet
feca006d6a vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_versioned_root_signature_deserializer_Release(). 2024-02-01 22:25:27 +01:00
Henri Verbeet
f42411fe4a vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_versioned_root_signature_deserializer_AddRef(). 2024-02-01 22:25:27 +01:00
Henri Verbeet
afd0e45cd6 vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_root_signature_deserializer_Release(). 2024-02-01 22:25:27 +01:00
Henri Verbeet
c2e82cf06a vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_root_signature_deserializer_AddRef(). 2024-02-01 22:25:27 +01:00
Henri Verbeet
9434687c5b vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_pipeline_state_Release(). 2024-02-01 22:25:27 +01:00
Henri Verbeet
c71fa87522 vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_pipeline_state_AddRef(). 2024-02-01 22:25:27 +01:00
Henri Verbeet
9e135f6143 vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_root_signature_Release(). 2024-02-01 22:25:27 +01:00
Henri Verbeet
37e8826301 vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_root_signature_AddRef(). 2024-02-01 22:25:27 +01:00
Jacek Caban
2ae9f18a3a vkd3d: Use uint64_t for the size in vkd3d_gpu_va_allocator_allocate.
Avoids value truncation in 32-bit builds.
2024-02-01 22:25:20 +01:00
Conor McCarthy
eae4b7b4a2 vkd3d: Implement GetResourceAllocationInfo1(). 2024-02-01 22:25:13 +01:00
Conor McCarthy
7e84421b9c vkd3d: Support multiple descriptions in GetResourceAllocationInfo(). 2024-02-01 22:25:11 +01:00
Conor McCarthy
92e19a7da3 vkd3d: Add ID3D12Device7 interface stubs. 2024-02-01 22:25:10 +01:00
Conor McCarthy
76fbbe980a vkd3d: Add ID3D12Device6 interface stub. 2024-02-01 22:25:10 +01:00
Conor McCarthy
95e4222cc6 vkd3d-shader/spirv: Emit a vector bitcast if necessary in spirv_compiler_emit_load_ssa_reg(). 2024-02-01 22:25:04 +01:00
Conor McCarthy
ebec0aa434 vkd3d-shader/dxil: Implement DX intrinsic TextureLoad. 2024-02-01 22:25:02 +01:00
Conor McCarthy
e6d52861e9 vkd3d-shader/dxil: Implement DX intrinsic SplitDouble. 2024-02-01 22:24:58 +01:00
Henri Verbeet
6dea3d08b1 vkd3d: Use debugstr_hresult() in d3d12_device_mark_as_removed(). 2024-02-01 00:08:39 +01:00
Henri Verbeet
920f5293e9 vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_query_heap_Release(). 2024-02-01 00:08:35 +01:00
Henri Verbeet
d66f61cd5f vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_query_heap_AddRef(). 2024-02-01 00:08:35 +01:00
Henri Verbeet
334f60c281 vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_descriptor_heap_Release(). 2024-02-01 00:08:35 +01:00
Henri Verbeet
db37be2a70 vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_descriptor_heap_AddRef(). 2024-02-01 00:08:35 +01:00
Henri Verbeet
886c1fdcc4 vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_resource_Release(). 2024-02-01 00:08:35 +01:00
Henri Verbeet
84234a8875 vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_resource_AddRef(). 2024-02-01 00:08:35 +01:00
Henri Verbeet
201fab7d5d vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_resource_decref(). 2024-02-01 00:08:35 +01:00
Henri Verbeet
a9582a7355 vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_resource_incref(). 2024-02-01 00:08:35 +01:00
Henri Verbeet
6f7aec58ea vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_heap_resource_destroyed(). 2024-02-01 00:08:35 +01:00
Henri Verbeet
30a00160e2 vkd3d: Use vkd3d_atomic_increment_u32() in vkd3d_bind_heap_memory(). 2024-02-01 00:08:35 +01:00
Henri Verbeet
06eb8e5f8c vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_heap_Release(). 2024-02-01 00:08:35 +01:00
Henri Verbeet
fd385ab994 vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_heap_AddRef(). 2024-02-01 00:08:35 +01:00
Giovanni Mascellani
cc72a8d311 vkd3d-shader/spirv: Free binary SPIR-V code (Valgrind). 2024-02-01 00:08:28 +01:00
Henri Verbeet
d38221bd68 vkd3d-shader/ir: Pass a struct vsir_program to shader_parser_get_src_params(). 2024-02-01 00:08:23 +01:00
Henri Verbeet
47ec24ebad vkd3d-shader/ir: Pass a struct vsir_program to shader_parser_get_dst_params(). 2024-02-01 00:08:22 +01:00
Henri Verbeet
ced8543952 vkd3d-shader: Use vkd3d_atomic_increment_u32() in vkd3d_shader_dump_blob(). 2024-02-01 00:08:18 +01:00
Henri Verbeet
fef30dac2c vkd3d-shader/d3dbc: Do not fail parsing the shader when undeclared inputs are encountered.
These can be disassembled by D3DDisassemble() just fine, and perhaps
more importantly, shader model 1 vertex shaders do not require dcl_
instructions in Direct3D 8.
2024-01-29 22:33:46 +01:00
Henri Verbeet
8c6f5b847b vkd3d-utils: Implement D3DDisassemble().
Very loosely based on Wine's d3dcompiler_43.
2024-01-29 22:33:44 +01:00
Henri Verbeet
4fd4ecc020 vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_device_Release(). 2024-01-29 22:33:40 +01:00
Henri Verbeet
7d7833f3c0 vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_device_AddRef(). 2024-01-29 22:33:40 +01:00
Henri Verbeet
f61891954e vkd3d: Use vkd3d_atomic_decrement_u32() in vkd3d_instance_decref(). 2024-01-29 22:33:40 +01:00
Henri Verbeet
042e269791 vkd3d: Use vkd3d_atomic_increment_u32() in vkd3d_instance_incref(). 2024-01-29 22:33:40 +01:00
Giovanni Mascellani
edc406d297 vkd3d-shader/ir: Check that SSA registers are used with compatible data types.
Specifically, accesses are always 32 bit or always 64 bit.
2024-01-29 22:33:34 +01:00
Giovanni Mascellani
1f536238a8 vkd3d-shader: Use 64 bit swizzles for 64 bit data types in VSIR.
The handling of write masks and swizzles for 64 bit data types is
currently irregular: write masks are always 64 bit, while swizzles
are usually 32 bit, except for SSA registers with are 64 bit.
With this change we always use 64 bit swizzles, in order to make
the situation less surprising and make it easier to convert
registers between SSA and TEMP.

64 bit swizzles are always required to have X in their last two
components.
2024-01-29 22:33:33 +01:00
Giovanni Mascellani
2b93aae069 vkd3d-shader: Convert write masks between 32 and 64 bit by cases.
There are only three cases, and while the code is longer it is also
hopefully easier to read. Moreover, an error message is casted if
we're doing something unexpected.
2024-01-29 22:33:30 +01:00
Francisco Casas
13f713f74b vkd3d-shader/hlsl: Turn register(cX) reservations into buffer offset for SM4. 2024-01-29 22:33:27 +01:00
Francisco Casas
c7f7636534 vkd3d-shader/hlsl: Make register(cX) reservations work for SM1. 2024-01-29 22:33:25 +01:00
Conor McCarthy
92f0b37133 vkd3d-shader/spirv: Support 64-bit source value for bitfield instructions. 2024-01-29 22:33:22 +01:00
Conor McCarthy
3bbe374ca8 vkd3d-shader/dxil: Implement DX intrinsic Tertiary.
IBFE and UBFE are not emitted for HLSL sources which perform bitfield
extractions, e.g. loading a value from a struct containing bitfields, or
the equivalent done with bit shifts. These instructions are probably
only emitted by the TPF -> DXIL converter, which makes them hard to test.
2024-01-29 22:33:20 +01:00
Giovanni Mascellani
026c502f31 vkd3d-shader/ir: Fixup PHI nodes when lowering switches to selection ladders.
A map between the blocks before and after the pass is built and then
used to fix the PHI nodes.
2024-01-29 22:33:17 +01:00
Giovanni Mascellani
378109051c vkd3d-shader/ir: Lower monolithic switches to selection ladders.
PHI nodes must be fixed up after this pass, because the block references
might have become broken. For simplicitly this is not handled yet.

The goal for this pass is to make the CFG structurizer simpler, because
only conditional and unconditional branches must be supported.
Eventually this limitation might be lifted if there is advantage in
doing so.
2024-01-29 22:33:15 +01:00
Giovanni Mascellani
b97edee03d vkd3d-shader/spirv: Emit an error if merge information is missing.
Instead of crashing.
2024-01-29 22:33:14 +01:00
Conor McCarthy
e08c0cfc4f vkd3d-shader/dxil: Implement DX intrinsic RawBufferLoad. 2024-01-29 22:33:10 +01:00
Conor McCarthy
1bab93843d vkd3d-shader/dxil: Load raw/structured buffer SRV/UAV descriptors. 2024-01-29 22:33:09 +01:00
Henri Verbeet
3295f0d16e vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_command_signature_Release(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
13ba36bb43 vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_command_signature_AddRef(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
0ff20e6b8d vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_command_queue_Release(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
cdb559c39d vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_command_queue_AddRef(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
298dce541d vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_command_list_Release(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
87f3a606d7 vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_command_list_AddRef(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
d891e5c2a0 vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_command_allocator_Release(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
315fce8ac5 vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_command_allocator_AddRef(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
78bb7b6760 vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_fence_decref(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
c8122ff47e vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_fence_incref(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
1b4f1ac8a0 vkd3d: Use vkd3d_atomic_decrement_u32() in d3d12_fence_Release(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
5a2b82fbd5 vkd3d: Use vkd3d_atomic_increment_u32() in d3d12_fence_AddRef(). 2024-01-25 22:24:55 +01:00
Henri Verbeet
fee3b94563 vkd3d-shader: Start an if-block on VKD3DSIH_IFC in vkd3d_shader_scan_instruction(). 2024-01-25 22:24:50 +01:00
Conor McCarthy
f954724870 vkd3d-shader/spirv: Handle the TAN instruction in spirv_compiler_emit_ext_glsl_instruction(). 2024-01-25 22:24:44 +01:00
Conor McCarthy
93d7c30395 vkd3d-shader/dxil: Handle DX intrinsic Tan in sm6_parser_emit_dx_unary(). 2024-01-25 22:24:43 +01:00
Conor McCarthy
2a260b8d56 vkd3d-shader/dxil: Implement DX intrinsics Cos and Sin. 2024-01-25 22:24:41 +01:00
Francisco Casas
cec45da45b vkd3d-shader/ir: Update flatten_control_flow_constructs() comment. 2024-01-25 22:24:27 +01:00
Conor McCarthy
8ae69c745b vkd3d-shader/spirv: Handle thread group UAV barriers. 2024-01-25 22:24:23 +01:00
Conor McCarthy
18e9148f58 vkd3d-shader/spirv: Include Uniform in the memory semantics for UAV barriers.
The UniformMemory semantic applies the constraints to Uniform storage
class memory, which matches how UAV variables are declared.
2024-01-25 22:24:22 +01:00
Conor McCarthy
adfbecef3c vkd3d-shader/spirv: Handle globally coherent UAVs. 2024-01-25 22:24:20 +01:00
Henri Verbeet
766f5f039b vkd3d: Use debugstr_hresult() in vkd3d_serialize_versioned_root_signature(). 2024-01-24 22:38:42 +01:00
Henri Verbeet
30113c098d vkd3d: Use debugstr_hresult() in vkd3d_serialize_root_signature(). 2024-01-24 22:38:42 +01:00
Henri Verbeet
a86a21667c vkd3d: Use debugstr_hresult() in vkd3d_create_device(). 2024-01-24 22:38:42 +01:00
Henri Verbeet
ad08cbc390 vkd3d: Use debugstr_hresult() in vkd3d_uav_clear_state_init(). 2024-01-24 22:38:42 +01:00
Henri Verbeet
1599de9a0d vkd3d: Use debugstr_hresult() in d3d12_pipeline_state_init_compute(). 2024-01-24 22:38:42 +01:00
Henri Verbeet
c5b5621e28 vkd3d: Use debugstr_hresult() in d3d12_pipeline_state_find_and_init_uav_counters(). 2024-01-24 22:38:42 +01:00
Henri Verbeet
9c1e661ae3 vkd3d: Use debugstr_hresult() in vkd3d_create_compute_pipeline(). 2024-01-24 22:38:42 +01:00
Henri Verbeet
eabcaf15fb vkd3d-shader/ir: Use vsir_instruction_is_dcl() in vsir_validate_instruction(). 2024-01-24 22:38:36 +01:00
Henri Verbeet
365ad56888 vkd3d-shader/ir: Get rid of shader_instruction_is_dcl(). 2024-01-24 22:38:34 +01:00
Conor McCarthy
54f6e6dd67 vkd3d-shader/spirv: Check for FEATURE_FLOAT64 when double precision use is flagged. 2024-01-24 22:38:09 +01:00
Conor McCarthy
6446b6ea21 vkd3d-shader: Introduce VKD3D_SHADER_COMPILE_OPTION_FEATURE_FLOAT64. 2024-01-24 22:38:09 +01:00
Conor McCarthy
e973271a40 vkd3d-shader/spirv: Handle the ISINF and ISNAN instructions in spirv_compiler_emit_alu_instruction(). 2024-01-24 22:38:04 +01:00
Conor McCarthy
cd674d593e vkd3d-shader/spirv: Implement the ISFINITE instruction. 2024-01-24 22:38:03 +01:00
Conor McCarthy
41cce4cbf1 vkd3d-shader/dxil: Handle floating point special value comparisons in sm6_parser_emit_dx_unary(). 2024-01-24 22:37:59 +01:00
Zebediah Figura
579e262d98 vkd3d-utils: Implement input and output signature reflection. 2024-01-24 22:37:53 +01:00
Zebediah Figura
53bd1f5419 vkd3d-utils: Add D3DReflect(). 2024-01-24 22:37:53 +01:00
Francisco Casas
b92f6c448a vkd3d-shader/ir: Lower texkill instructions to discard_nz. 2024-01-24 22:37:41 +01:00
Francisco Casas
7e75ac63a1 vkd3d-shader/d3dbc: Emit fixme for HLSL_RESOURCE_SAMPLE_LOD.
Currently, HLSL_RESOURCE_SAMPLE_LOD is not implemented for d3dbc,
but we are incorrectly writting a texld instruction to handle it.
This causes SM1 tests with the vulkan backend (in following patches)
to fail if VKD3D_SHADER_CONFIG="force_validation" is enabled.

For now a fixme is emited in these cases.
2024-01-24 22:37:38 +01:00
Henri Verbeet
bf628f0c74 vkd3d-shader/ir: Store block names in struct vsir_program. 2024-01-23 20:27:35 +01:00
Henri Verbeet
f3c7d2d05c vkd3d-shader/ir: Store the block count in struct vsir_program. 2024-01-23 20:27:34 +01:00
Henri Verbeet
98c6e85b33 vkd3d-shader/ir: Store control point counts in struct vsir_program. 2024-01-23 20:27:32 +01:00
Henri Verbeet
e4cc4a336e vkd3d: Use debugstr_hresult() in vkd3d_init_null_resources(). 2024-01-23 20:27:28 +01:00
Henri Verbeet
d4b329e628 vkd3d: Use debugstr_hresult() in vkd3d_join_thread(). 2024-01-23 20:27:28 +01:00
Henri Verbeet
e965701776 vkd3d: Use debugstr_hresult() in d3d12_device_init(). 2024-01-23 20:27:28 +01:00
Henri Verbeet
8dc1239e14 vkd3d: Use debugstr_hresult() in vkd3d_create_vk_device(). 2024-01-23 20:27:28 +01:00
Henri Verbeet
af160ef0c4 vkd3d: Use debugstr_hresult() in vkd3d_instance_init(). 2024-01-23 20:27:28 +01:00
Conor McCarthy
e4660fe0e6 vkd3d-shader/spirv: Emit DISCARD as a function call. 2024-01-23 20:26:59 +01:00
Conor McCarthy
367a06d748 vkd3d-shader/dxil: Use strcmp() to find the handle type.
We use strcmp() on the same type name elsewhere, and case-insensitive
matching does not seem necessary.
2024-01-23 20:26:53 +01:00
Conor McCarthy
1cca18a228 vkd3d-shader/dxil: Use strcmp() to find function names.
Function names are case-sensitive.
2024-01-23 20:26:52 +01:00
Conor McCarthy
4dec25cbde vkd3d-shader/dxil: Use strcmp() to check the entry point name.
Function names are case-sensitive.
2024-01-23 20:26:50 +01:00
Zebediah Figura
a8b0c03912 vkd3d-shader/hlsl: Always cast to bool in if() statements.
We emit sm4 if_nz for these, but that does a bitwise comparison to zero, which is wrong for floats.
2024-01-23 20:26:46 +01:00
Zebediah Figura
183172eff4 vkd3d-shader/hlsl: Validate that condition expressions are numeric. 2024-01-23 20:26:45 +01:00
Zebediah Figura
09220edd21 vkd3d-shader/hlsl: Validate the condition data type for loops as well. 2024-01-23 20:26:44 +01:00
Zebediah Figura
c18a349a3f vkd3d-shader/hlsl: Copy some missing fields in hlsl_type_clone(). 2024-01-23 20:26:42 +01:00
Giovanni Mascellani
de9725b6ba vkd3d-shader/ir: Remove DCL_TEMPS instructions.
We have to do work to keep it updated across passes and we never read it.
2024-01-23 20:26:38 +01:00
Giovanni Mascellani
4b869f73bb vkd3d-shader/ir: Run tracing and validation for DXIL code too. 2024-01-23 20:26:36 +01:00
Conor McCarthy
6df725718a vkd3d-shader/ir: Refactor return code checking in vkd3d_shader_normalise().
We started with only one or two of these but it has become excessive.

Patch originally written by Conor McCarthy and updated by Giovanni Mascellani.
2024-01-23 20:26:34 +01:00
Conor McCarthy
b3903636f7 vkd3d-shader/dxil: Implement DX intrinsic Binary. 2024-01-23 20:26:29 +01:00
Conor McCarthy
6c71cd5a72 vkd3d-shader/dxil: Add an operand type code for the return type. 2024-01-23 20:26:28 +01:00