Giovanni Mascellani
e7fdf2e97f
vkd3d-shader/d3d-asm: Dump unknown types as "<unknown>".
...
In analogy with "<continued>" and "<unused>".
2023-12-12 23:16:24 +01:00
Giovanni Mascellani
1caaf90ee2
vkd3d-shader/d3d-asm: Dump recently added types.
2023-12-12 23:16:23 +01:00
Giovanni Mascellani
4b6e596740
vkd3d-shader/d3d-asm: Write a single type in shader_dump_data_type().
2023-12-12 23:16:22 +01:00
Giovanni Mascellani
bd50f15d31
vkd3d-shader/d3d-asm: Indent on IFC.
2023-12-12 23:16:21 +01:00
Conor McCarthy
cdb9eecfd1
vkd3d-shader/spirv: Introduce a compiler feature flag for int64 capability.
2023-12-12 22:50:53 +01:00
Conor McCarthy
0610867334
vkd3d-shader/spirv: Emit an error if 64-bit integers are used.
2023-12-12 22:50:48 +01:00
Conor McCarthy
1929432559
vkd3d-shader: Introduce an instruction flag to suppress masking of bitwise shift counts.
...
DXIL does not use implicit masking of shift counts.
2023-12-12 22:50:46 +01:00
Fabian Maurer
9cb4372378
vkd3d-shader/dxil: Check null pointer before it is dereferenced (Coverity).
2023-12-11 23:18:58 +01:00
Conor McCarthy
2037daae32
vkd3d-shader/spirv: Bitcast if necessary in the spirv_compiler_emit_mov() general implementation.
...
In SM 6, this is needed when storing an asfloat() or asuint() result in
an indexable temp, because dxc performs the bitcast by casting the
destination pointer.
2023-12-11 23:18:52 +01:00
Conor McCarthy
3db7c2a62d
vkd3d-shader/dxil: Implement the DXIL STORE instruction.
2023-12-11 23:18:51 +01:00
Conor McCarthy
2d5f2bf7a4
vkd3d-shader/dxil: Implement the DXIL ALLOCA instruction.
2023-12-11 23:18:50 +01:00
Zebediah Figura
d49bccea9a
vkd3d-shader/dxil: No longer synthesize DCL instructions.
2023-12-11 23:18:45 +01:00
Zebediah Figura
66cb2815f0
vkd3d-shader/spirv: Declare I/O registers from the signature.
...
Instead of parsing DCL instructions.
This allows sm1 to work without further effort, and simplifies sm6 code.
2023-12-11 23:18:44 +01:00
Zebediah Figura
75348dff12
vkd3d-shader/dxil: Map SEMANTIC_KIND_TARGET to VKD3D_SHADER_SV_TARGET.
2023-12-11 23:18:43 +01:00
Zebediah Figura
cabf9996f9
vkd3d-shader/tpf: Do not uninvert used masks for domain shader patch constants.
2023-12-11 23:18:42 +01:00
Zebediah Figura
8876030590
vkd3d-shader/spirv: Do not use the output_info array for patch constants.
2023-12-11 23:18:40 +01:00
Conor McCarthy
45679a966c
vkd3d-shader/ir: Pass a local copy of location to control_point_normaliser_emit_hs_input().
2023-12-07 21:57:49 +01:00
Zebediah Figura
28f32349f4
vkd3d-shader: Add a helper to search the scan descriptor info.
...
Avoid shadowing "info" in vkd3d_shader_scan_combined_sampler_declaration().
2023-12-07 21:57:34 +01:00
Zebediah Figura
dfea1abbd8
vkd3d-shader/hlsl: Avoid shadowing "jump" in normalize_switch_cases().
2023-12-07 21:57:33 +01:00
Zebediah Figura
98a02ceffb
vkd3d-shader/hlsl: Avoid shadowing "load" in intrinsic_tex().
2023-12-07 21:57:31 +01:00
Zebediah Figura
a102e99897
vkd3d-shader/hlsl: Avoid shadowing "block" in resolve_loop_continue().
2023-12-07 21:57:30 +01:00
Zebediah Figura
ca8492c855
vkd3d-shader/d3dbc: Avoid shadowing "instr" in write_sm1_jump().
2023-12-07 21:57:28 +01:00
Zebediah Figura
46e135f6a7
vkd3d-shader/hlsl: Avoid shadowing "load" in lower_index_loads().
...
Found with -Wshadow.
2023-12-07 21:57:16 +01:00
Conor McCarthy
a4a1b4c557
vkd3d-shader/dxil: Set the result register data type for nop casts.
...
Casts from minimum precision types are emitted as nop, but the result
value type must be set to the cast result type.
2023-12-07 21:57:08 +01:00
Conor McCarthy
1630fd9a3c
vkd3d-shader/dxil: Apply metadata attachments to instructions.
...
These are apparently only used for 'dx.op' intrinsics, because the
instructions based on native LLVM ones have their own way to apply
attributes.
2023-12-07 21:57:00 +01:00
Conor McCarthy
a33a9127ca
vkd3d-shader/dxil: Implement DX intrinsic Unary.
2023-12-07 21:56:53 +01:00
Conor McCarthy
cc5e703802
vkd3d-shader/dxil: Emit constant global arrays as immediate constant buffers.
2023-12-07 21:56:47 +01:00
Conor McCarthy
cb88844a3d
vkd3d-shader: Add a register index to struct vkd3d_shader_immediate_constant_buffer.
2023-12-07 21:56:47 +01:00
Conor McCarthy
ef940cb778
vkd3d-shader/spirv: Support declared component type and count in immediate constant buffers.
2023-12-07 21:56:45 +01:00
Conor McCarthy
16cb6fdbad
vkd3d-shader/spirv: Support constant initialisers in indexable temps.
2023-12-07 21:56:44 +01:00
Conor McCarthy
ffae57eb8d
vkd3d-shader/dxil: Support null constant arrays.
2023-12-07 21:56:43 +01:00
Conor McCarthy
69c3946c85
vkd3d-shader/spirv: Support declared component type and count in indexable temps.
2023-12-07 21:56:41 +01:00
Henri Verbeet
0c33f82f72
Release 1.10.
2023-12-06 15:31:21 +01:00
Conor McCarthy
9fcc904834
vkd3d-shader/spirv: Always emit clip/cull builtins as an array.
...
Clip/cull distance can appear as input in pixel shaders, and the
array size must not be forced to zero.
2023-12-06 15:31:20 +01:00
Conor McCarthy
b5c067b41a
vkd3d-shader/ir: Do not merge signature elements which have different interpolation modes.
...
Regression in signature normalisation, however the old code was not
correct either because it would apply the interpolation mode to all
components. Found in an Assassin's Creed: Valhalla shader.
2023-12-06 15:31:18 +01:00
Conor McCarthy
b4d03c0221
vkd3d-shader/spirv: Do not emit a fixme for SV_TARGET in vkd3d_get_spirv_builtin().
2023-12-04 22:22:55 +01:00
Conor McCarthy
f11e1461aa
vkd3d-shader/spirv: Do not emit a fixme for SV_TARGET in get_spirv_builtin_for_sysval().
2023-12-04 22:22:54 +01:00
Francisco Casas
736f3ae2df
vkd3d-shader/hlsl: Use values at the time of the swizzle's load in copy-propagation.
...
This preempts us from replacing a swizzle incorrectly, as in the
following example:
1: A.x = 1.0
2: A
3: A.x = 2.0
4: @2.x
were @4 ends up being 2.0 instead of 1.0, because that's the value stored in
A.x at time 4, and we should be querying it at time 2.
This also helps us to avoid replacing a swizzle with itself in copy-prop
which can result in infinite loops, as with the included tests this commit.
Consider the following sequence of instructions:
1 : A
2 : B = @1
3 : B
4 : A = @3
5 : @1.x
Current copy-prop would replace 5 so it points to @3 now:
1 : A
2 : B = @1
3 : B
4 : A = @3
5 : @3.x
But in the next iteration it would make it point back to @1, keeping it
spinning infinitively.
The solution is to index the instructions and don't replace the swizzle
if the new load happens after the current load.
2023-11-29 22:53:24 +01:00
Francisco Casas
d877b877b3
vkd3d-shader/hlsl: Record trace of stored values in copy-propagation.
...
Instead of only storing the value that each variable's component has at
the moment of the instruction currently handled by copy-prop, we store
the trace of all the historic values with their timestamps, i.e. the
instruction index on which the value was stored.
This would allow us to query the value that the variable had at the time
of execution of previous instructions.
2023-11-29 22:53:21 +01:00
Francisco Casas
539294daea
vkd3d-shader/hlsl: Move index_instructions() up.
2023-11-29 22:53:19 +01:00
Giovanni Mascellani
a52604da8c
vkd3d-shader/dxil: Declare IO registers as VEC4.
...
Otherwise, for instance, their write masks and swizzles are not written
in the D3D ASM dump.
2023-11-28 21:49:18 +01:00
Nikolay Sivov
6a4a9a4518
vkd3d-shader/hlsl: Handle 'linear centroid' modifier.
2023-11-28 00:10:12 +01:00
Zebediah Figura
10957bebbf
vkd3d-shader/tpf: Remove an unnecessary local variable declaration.
...
Found with -Wshadow.
2023-11-28 00:09:56 +01:00
Zebediah Figura
2d1825bb89
vkd3d-shader/hlsl: Remove an unnecessary local variable in copy_propagation_get_value().
...
Found with -Wshadow.
2023-11-28 00:09:53 +01:00
Jacek Caban
85f21f197c
vkd3d-shader: Avoid implicit enum pointer casts in allocate_semantic_register.
2023-11-28 00:09:29 +01:00
Jacek Caban
1edbc05745
vkd3d-shader: Use unsigned int type for tags passed to sm6_metadata_get_uint_value.
2023-11-28 00:09:29 +01:00
Francisco Casas
4e1bf5e163
vkd3d-shader/hlsl: Discern between signed and unsigned ints when parsing.
2023-11-22 22:08:05 +01:00
Francisco Casas
9a8f6e0edb
vkd3d-shader/hlsl: Parse integers with the 'u' postfix.
2023-11-22 22:08:04 +01:00
Conor McCarthy
eb05e434ff
vkd3d-shader/dxil: Implement the DXIL LOAD instruction.
2023-11-22 22:07:59 +01:00
Conor McCarthy
59730ecfd8
vkd3d-shader/dxil: Implement the DXIL GEP instruction.
2023-11-22 22:07:58 +01:00
Conor McCarthy
a0f5d70792
vkd3d-shader/dxil: Support global variable initialisers.
2023-11-22 22:07:57 +01:00
Conor McCarthy
f2a656b876
vkd3d-shader/dxil: Introduce a value type for immediate constant buffers.
2023-11-22 22:07:56 +01:00
Conor McCarthy
85d5f83fb7
vkd3d-shader/dxil: Implement default address space global variables.
2023-11-22 22:07:54 +01:00
Conor McCarthy
920657e7ee
vkd3d-shader: Delete unused struct list from struct vkd3d_shader_indexable_temp.
2023-11-22 22:07:52 +01:00
Henri Verbeet
ae4341b565
vkd3d-shader/ir: Use location information from the instruction in vkd3d_shader_scan_instruction().
2023-11-21 22:41:58 +01:00
Henri Verbeet
01dad41862
vkd3d-shader/ir: Skip recording combined resource/sampler information for dynamically indexed descriptor arrays.
...
And output a warning instead.
2023-11-21 22:41:57 +01:00
Henri Verbeet
5b82afb83f
vkd3d-shader/ir: Decorate vkd3d_shader_scan_error() with VKD3D_PRINTF_FUNC.
2023-11-21 22:41:55 +01:00
Jacek Caban
078cf6a240
vkd3d-shader/dxbc: Use return type to return result from read_u32 and read_float.
...
Avoid implicit casts from enum pointers.
2023-11-20 22:07:45 +01:00
Giovanni Mascellani
b1123ed35f
vkd3d-shader/ir: Correctly compute the TEMP count after hull shader flattening.
...
The previous computation was incorrect because the count was taken
after resetting it to zero (as part of setting the instruction to NOP).
2023-11-20 22:07:41 +01:00
Giovanni Mascellani
5cb17cfd1c
vkd3d-shader/ir: Validate IFC instructions.
2023-11-20 22:07:36 +01:00
Giovanni Mascellani
849a8f3add
vkd3d-shader/ir: Expect two sources for LOOP in SM1-3.
2023-11-20 22:07:35 +01:00
Henri Verbeet
73c563ffb7
vkd3d-shader/d3dbc: Adjust the token count for DEF and DEFI instructions in shader_sm1_skip_opcode().
...
This was broken by commit e390bc35e2c9b0a2110370f916033eea2366317e; that
commit fixed the source count for these instructions, but didn't adjust
shader_sm1_skip_opcode(). Note that this only affects shader model 1;
later versions have a token count embedded in the initial opcode token.
2023-11-20 22:07:29 +01:00
Nikolay Sivov
e55b6a7fa1
vkd3d-shader/hlsl: Add constants to the block for log()/log10() builtins.
2023-11-20 22:07:24 +01:00
Akihiro Sagawa
aed2d142cf
vkd3d-shader/hlsl: Add degrees() function.
2023-11-20 22:07:19 +01:00
Akihiro Sagawa
e493627130
vkd3d-shader/hlsl: Add radians() function.
2023-11-20 22:07:17 +01:00
Nikolay Sivov
88caf87789
vkd3d-shader/hlsl: Add a helper to check for a numeric type.
2023-11-15 21:48:49 +01:00
Conor McCarthy
fb588b8d1a
vkd3d-shader/spirv: Avoid invalid bool-to-bool conversion in spirv_compiler_emit_movc().
...
Shaders parsed from DXIL contain a bool condition register, so calling
spirv_compiler_emit_int_to_bool() results in an invalid bool/uint
comparison.
2023-11-15 21:48:36 +01:00
Conor McCarthy
3c4631a4d4
vkd3d-shader/dxil: Implement the DXIL VSELECT instruction.
2023-11-15 21:48:35 +01:00
Conor McCarthy
08b8730866
vkd3d-shader/spirv: Return an error if an invalid handler is encountered.
...
Prevents return of an invalid SPIR-V module.
2023-11-15 21:48:31 +01:00
Conor McCarthy
408f67c69c
vkd3d-shader/dxil: Handle missing flags as zero for CMP2.
...
The flag operand is omitted if IEEE strictness is specified.
2023-11-14 23:06:43 +01:00
Conor McCarthy
f1e9f40061
vkd3d-shader/dxil: Handle missing flags as zero for BINOP.
...
The flag operand is omitted if IEEE strictness is specified.
2023-11-14 23:06:41 +01:00
Henri Verbeet
9de793f180
vkd3d-shader: Implement scanning combined resource/sampler information.
2023-11-13 23:19:23 +01:00
Nikolay Sivov
d190fdf8c5
vkd3d-shader/dxil: Fully initialize instruction data in sm6_parser_emit_extractval().
...
Noticed after test runner started crashing when tracing is enabled.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-13 23:19:18 +01:00
Nikolay Sivov
3203485a7c
vkd3d-shader: Fix some spelling mistakes.
2023-11-13 23:19:15 +01:00
Henri Verbeet
215a2c4ede
vkd3d-shader/ir: Introduce vsir_register_is_descriptor().
2023-11-13 23:19:10 +01:00
Conor McCarthy
22960753e9
vkd3d-shader/spirv: Introduce orderedness to comparison instructions.
2023-11-10 20:23:51 +01:00
Conor McCarthy
d3b90cc877
vkd3d-shader/dxil: Implement the DXIL CMP2 instruction.
2023-11-10 20:23:50 +01:00
Conor McCarthy
1dd141535c
vkd3d-shader/spirv: Support bool dst register in spirv_compiler_emit_comparison_instruction().
2023-11-10 20:23:48 +01:00
Nikolay Sivov
418c177a1b
vkd3d-shader/hlsl: Implement texCUBEproj().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-10 20:23:44 +01:00
Nikolay Sivov
81ff57e07c
vkd3d-shader/hlsl: Implement tex3Dproj().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-10 20:23:43 +01:00
Nikolay Sivov
dd6a9135f4
vkd3d-shader/hlsl: Implement tex2Dproj().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-10 20:23:41 +01:00
Giovanni Mascellani
0c5c18bdce
vkd3d-shader/ir: Validate index count for IMMCONST64 registers.
2023-11-09 21:15:51 +01:00
Giovanni Mascellani
b74470b9d2
vkd3d-shader/ir: Validate index count for IMMCONST registers.
2023-11-09 21:15:49 +01:00
Giovanni Mascellani
c867682982
vkd3d-shader/ir: Validate index count for NULL registers.
2023-11-09 21:15:47 +01:00
Giovanni Mascellani
12fcb8dcc6
vkd3d-shader/ir: Validate register indices.
2023-11-09 21:15:44 +01:00
Giovanni Mascellani
b7aeb5dd70
vkd3d-shader/ir: Use vsir_register_init() to initialize a register.
2023-11-09 21:15:42 +01:00
Giovanni Mascellani
a869069a48
vkd3d-shader/ir: Validate the TEMP register indices in each HS phase.
2023-11-09 21:15:40 +01:00
Giovanni Mascellani
0f4bda9c9d
vkd3d-shader/ir: Keep track of hull shader phases.
2023-11-09 21:15:38 +01:00
Conor McCarthy
5768c019c1
vkd3d-shader/ir: Check the handler before changing it to NOP in remove_dead_code().
2023-11-09 21:15:29 +01:00
Zebediah Figura
ade8899456
vkd3d-shader/hlsl: Use hlsl_types_are_equal() in func_decl_matches().
...
Besides reusing code, this now handles UAV types correctly.
2023-11-09 21:15:21 +01:00
Zebediah Figura
8f041fbe6f
vkd3d-shader/hlsl: Return bool from compare_function_decl().
2023-11-09 21:15:19 +01:00
Zebediah Figura
fef118555c
vkd3d-shader/hlsl: Do not prioritize an exact match when looking up functions.
...
Native does not always do this. For example, functions whose parameters are
float and float1 always result in an "ambiguous function call" error.
This does not fix any tests, because the relevant tests previously (incorrectly)
succeeded, and now fail with:
E5017: Aborting due to not yet implemented feature: Prioritize between multiple compatible function overloads.
when they should simply fail.
2023-11-09 21:15:17 +01:00
Zebediah Figura
514d179b70
vkd3d-shader/hlsl: Do not consider scalars and 1-dimensional vectors to be equivalent in function parameters.
2023-11-09 21:15:14 +01:00
Zebediah Figura
b1c2852cd7
vkd3d-shader/hlsl: Store function overloads in a list.
...
The choice to store them in an rbtree was made early on. It does not seem likely
that HLSL programs would define many overloads for any of their functions, but I
suspect the idea was rather that intrinsics would be defined as plain
hlsl_ir_function_decl structures [cf. 447463e590
]
and that some intrinsics that could operate on any type would therefore need
many overrides.
This is not how we deal with intrinsics, however. When the first intrinsics were
implemented I made the choice disregard this intended design, and instead match
and convert their types manually, in C. Nothing that has happened in the time
since has led me to question that choice, and in fact, the flexibility with
which we must accommodate functions has led me to believe that matching in this
way was definitely the right choice. The main other designs I see would have
been:
* define each intrinsic variant separately using existing HLSL types. Besides
efficiency concerns (i.e. this would take more space in memory, and would take
longer to generate each variant), the normal type-matching rules don't really
apply to intrinsics.
[For example: elementwise intrinsics like abs() return the same type as the
input, including preserving the distinction between float and float1. It is
legal to define separate HLSL overloads taking float and float1, but trying to
invoke these functions yields an "ambiguous function call" error.]
* introduce new (semi-)generic types. This is far more code and ends up acting
like our current scheme (with helpers) in a slightly more complex form.
So I think we can go ahead and rip out this vestige of the original design for
intrinsics.
As for why to change it: rbtrees are simply more complex to deal with, and it
seems unlikely to me that the difference is going to matter. I do not expect any
program to define large quantities of intrinsics; linked list search should be
good enough.
2023-11-09 21:15:11 +01:00
Zebediah Figura
2b59a759d5
vkd3d-shader/hlsl: Rename hlsl_get_func_decl() to hlsl_get_first_func_decl().
2023-11-09 21:15:09 +01:00
Zebediah Figura
011e31f624
vkd3d-shader/spirv: Remove no longer used private_output_variable_array_idx array.
2023-11-09 21:15:01 +01:00
Zebediah Figura
8513f567fa
vkd3d-shader/spirv: Look up builtins by vkd3d_shader_sysval_semantic.
...
Instead of by vkd3d_shader_input_sysval_semantic.
2023-11-09 21:14:57 +01:00
Zebediah Figura
87cb66dd43
vkd3d-shader/spirv: Simplify spirv_compiler_emit_dcl_input().
2023-11-09 21:14:55 +01:00
Zebediah Figura
c7a7d9a18c
vkd3d-shader/ir: Normalize all I/O registers to INPUT/OUTPUT/PATCHCONST.
...
Specifically, map COLOROUT to OUTPUT, and map INCONTROLPOINT to INPUT for domain
shaders as well as hull shaders.
Obscure the non-existent differences from the view of the backend.
2023-11-09 21:14:52 +01:00
Zebediah Figura
133e313800
vkd3d-shader/dxil: Do not use COLOROUT for PS outputs.
...
sm4 does not use this; only sm1 does. In following patches we will normalize it
to OUTPUT.
2023-11-09 21:14:49 +01:00
Conor McCarthy
90d178bf12
vkd3d-shader/dxil: Implement the DXIL CAST instruction.
2023-11-09 21:14:42 +01:00
Conor McCarthy
bd77cbb33f
vkd3d-shader/spirv: Support double in spirv_compiler_emit_ftou().
2023-11-09 21:14:40 +01:00
Conor McCarthy
92d546f3a2
vkd3d-shader/spirv: Support double in spirv_compiler_emit_ftoi().
2023-11-09 21:14:37 +01:00
Conor McCarthy
169210558d
vkd3d-shader/spirv: Handle unsigned result in spirv_compiler_emit_ftoi().
2023-11-09 21:14:35 +01:00
Conor McCarthy
58ffb5d181
vkd3d-shader/spirv: Introduce integer width cast instructions.
...
ITOI and UTOU may cast from a bool to a 32-bit integer. Cast to a 64-bit
integer from a smaller type will be added later.
2023-11-09 21:14:32 +01:00
Conor McCarthy
7de4ac2e48
vkd3d-shader/spirv: Support bool cast in spirv_compiler_emit_alu_instruction().
2023-11-09 21:14:30 +01:00
Conor McCarthy
5b87d6419a
vkd3d-shader/spirv: Support bool logic ops in spirv_compiler_emit_alu_instruction().
2023-11-09 21:14:27 +01:00
Conor McCarthy
b43dab50c1
vkd3d-shader/spirv: Support bitcast in spirv_compiler_emit_load_ssa_reg().
2023-11-09 21:14:25 +01:00
Henri Verbeet
e7eec3e023
vkd3d-shader/spirv: Allow the origin of fragment coordinates to be specified.
...
We typically want to use lower-left in OpenGL environments when rendering to
FBOs.
2023-11-09 21:14:12 +01:00
Nikolay Sivov
4778d051df
vkd3d-shader: Add constant folding for 'floor'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
634ec96b52
vkd3d-shader: Add a missing entry to instruction debug print helper.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
955932fb55
vkd3d-shader: Add constant folding for 'ceil'.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
9a70ae5b6a
vkd3d-shader: Add support for floor() on SM1-3.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
aaef82e680
vkd3d-shader: Add support for ceil() on SM1-3.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
494f681bf6
vkd3d-shader/tpf: Add support for ceil().
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:38 +01:00
Nikolay Sivov
4284b7c522
vkd3d-shader/hlsl: Parse ceil() function.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:37 +01:00
Nikolay Sivov
76e42fbd21
vkd3d-shader/hlsl: Implement ternary operator for SM1.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:31 +01:00
Nikolay Sivov
522a0dfb56
vkd3d-shader/hlsl: Add tex2Dlod() function.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:26 +01:00
Zebediah Figura
852eefc01d
vkd3d-shader/ir: Synthesize HS inputs with the register index and write mask of the signature element.
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This pass was written as if to output normalized I/O, but it runs before the I/O
normalization pass.
Fixes: 98b5e2c6e0
2023-11-07 22:26:53 +01:00
Zebediah Figura
12240efa79
vkd3d-shader/spirv: Use register counts from the signature and shader desc.
2023-11-07 22:26:49 +01:00
Zebediah Figura
0058764f01
vkd3d-shader: Store the control point counts in struct vkd3d_shader_desc.
2023-11-07 22:26:49 +01:00
Zebediah Figura
3ff22ac5af
vkd3d-shader/spirv: Use the array sizes for shader phase builtins as well.
2023-11-07 22:26:47 +01:00
Zebediah Figura
f0a6c7de1d
vkd3d-shader/hlsl: Record partial allocations in allocate_range().
2023-11-07 22:26:11 +01:00
Zebediah Figura
c683fc9402
vkd3d-shader/hlsl: Check that a partial register's mask is also available in is_range_available().
2023-11-07 22:26:10 +01:00
Giovanni Mascellani
7d49f9637a
vkd3d-shader/ir: Check that SWITCH blocks are correctly nested.
2023-11-07 22:26:05 +01:00
Giovanni Mascellani
93632fb407
vkd3d-shader/ir: Check that REP blocks are correctly nested.
2023-11-07 22:26:04 +01:00
Giovanni Mascellani
92c36615ed
vkd3d-shader/ir: Check that LOOP blocks are correctly nested.
2023-11-07 22:26:03 +01:00
Giovanni Mascellani
2f7d52dba4
vkd3d-shader/ir: Check that IF blocks are correctly nested.
2023-11-07 22:26:01 +01:00
Giovanni Mascellani
0a7e200f89
vkd3d-shader/ir: Do not enfore DCL_TEMPS count for hull shaders.
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Hull shaders have a different temps count for each phase, and the
parser only reports the count for the patch constant phase.
In order to properly check for temps count on hull shaders, we first
need to decode its phases.
2023-11-07 22:26:00 +01:00
Giovanni Mascellani
ca3f594ae3
vkd3d-shader/ir: Emit an ERR() on validation errors.
2023-11-07 22:25:58 +01:00
Francisco Casas
0ef25ad137
vkd3d-shader/tpf: Support relative addressing for indexable temps in SM4.
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For relative addressing, the vkd3d_shader_registers must point to
another vkd3d_shader_src_param. For now, use the sm4_instruction to save
them, since the only purpose of this struct is to be used as paramter
for write_sm4_instruction.
2023-11-07 22:25:49 +01:00
Francisco Casas
281796c526
vkd3d-shader/tpf: Move sm4_register_from_node() up.
2023-11-07 22:25:48 +01:00
Francisco Casas
e10d41d799
vkd3d-shader/tpf: Support writing relative addressing indexes.
2023-11-07 22:25:47 +01:00
Francisco Casas
617a20bffc
vkd3d-shader/tpf: Write register index addressing.
2023-11-07 22:25:45 +01:00
Francisco Casas
043526a9f7
vkd3d-shader/tpf: Encode dst and src registers using the same function.
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This function will also be required to encode rel_addr registers.
2023-11-07 22:25:44 +01:00
Henri Verbeet
aa5380f32a
vkd3d-shader/tpf: Do not write RDEF constant buffer entries for HLSL_CLASS_OBJECT variables.
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RWBuffer objects would trigger a vkd3d_unreachable() in sm4_base_type().
It would be easy enough to add the required case there, but (manual,
unfortunately) tests show that we aren't supposed to write constant
buffer entries for objects in the first place, as you'd expect.
This particular path ends up being exercised by vkd3d's internal UAV
clear shaders, but unfortunately it looks like our RDEF data may have
more issues; the ability to write tests for it would seem helpful.
2023-11-06 23:09:47 +01:00
Zebediah Figura
a9f33e8657
vkd3d-shader/hlsl: Consistently use HLSL allocation functions.
2023-11-06 23:09:22 +01:00
Zebediah Figura
b9c164c1c4
vkd3d-shader/hlsl: Sort keywords.
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Done with `LC_ALL=C sort -f`.
2023-11-06 23:09:20 +01:00
Zebediah Figura
7632365e60
vkd3d-shader/hlsl: Remove C++ comment lexing.
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This is already handled by the preprocessor.
2023-11-06 23:09:19 +01:00
Zebediah Figura
4cfc7d44ab
vkd3d-shader/hlsl: Remove some tokens from the lexer.
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None of these currently have any meaning, and none of these can currently be
parsed as distinct tokens either (i.e. they will generate a syntax error
anyway).
2023-11-06 23:09:18 +01:00
Francisco Casas
98b5eb474a
vkd3d-shader/tpf: Don't pass 0x4 as mask for vec4 constant src registers.
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Co-authored-by: Evan Tang <etang@codeweavers.com>
Evan Tang reported that new fixmes appeared on the shader_runner when
running some of his tests after
f50d0ae2cb
.
vkd3d:652593:fixme:shader_sm4_read_src_param Unhandled mask 0x4.
The change to blame seems to be this added line in
sm4_src_from_constant_value().
+ src->swizzle = VKD3D_SHADER_NO_SWIZZLE;
On tpf binaries the last 12 bits of each src register in an instruction
specify the swizzle, and there are 5 possible combinations:
Dimension NONE
-------- 00
Dimension SCALAR
-------- 01
Dimension VEC4, with a 4 bit writemask:
---- xxxx 00 01
Dimension VEC4, with an 8 bit swizzle:
xx xx xx xx 01 01
Dimension VEC4, with a 2bit scalar dimension number:
------ xx 10 01
So far, we have only seen src registers use 4 bit writemasks in a
single case: for vec4 constants, and it is always zero.
So we expect this:
---- 0000 00 01
Now, I probably wanted to initialize src->swizzle to zero when writing
constants, but VKD3D_SHADER_NO_SWIZZLE is not zero, it is actually the
default swizzle:
11 10 01 00
And the last 4 bits (0x4) get written in the mask part, which causes
the reader to complain.
2023-11-06 23:09:10 +01:00
Conor McCarthy
749df8dec2
vkd3d-shader/dxil: Implement the DXIL BINOP instruction.
2023-11-06 23:09:03 +01:00
Conor McCarthy
3e0638148a
vkd3d-shader/spirv: Support VKD3D_DATA_UINT in spirv_compiler_emit_neg().
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The DXIL parser uses unsigned types even if the source code uses signed,
so unsigned values may be negated.
2023-11-06 23:09:02 +01:00
Conor McCarthy
4905d047bd
vkd3d-shader/spirv: Handle the UMUL instruction.
2023-11-06 23:09:01 +01:00
Conor McCarthy
acbc80cba2
vkd3d-shader/spirv: Introduce an IDIV instruction.
2023-11-06 23:09:00 +01:00
Conor McCarthy
c8d3515d8b
vkd3d-shader/spirv: Introduce an FREM instruction.
2023-11-06 23:08:58 +01:00
Giovanni Mascellani
0d4aebd2e7
vkd3d-shader: Explicitly cast vkd3d_shader_global_flags to uint64_t.
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On macOS vkd3d_shader_global_flags has underlying type unsigned long,
while uint64_t is defined as unsigned long long. This difference
causes a few warnings to be raised.
2023-11-06 23:08:37 +01:00
Nikolay Sivov
31346e2cba
vkd3d-shader/tpf: Fix used temp registers accounting for dcl_temps.
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Otherwise we always output "dcl_temps 1" even when no temp registers were used.
2023-11-06 23:08:10 +01:00
Zebediah Figura
f05be8ff12
vkd3d-shader/spirv: No longer handle builtin array size mismatch in spirv_compiler_emit_input().
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This is taken care of by prior I/O lowering. We no longer need to deal with this here.
2023-11-06 23:07:59 +01:00
Zebediah Figura
fa23165cc0
vkd3d-shader/spirv: Remove handling of VKD3DSPR_OUTCONTROLPOINT.
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I/O normalization removes this register type.
2023-11-06 23:07:58 +01:00