Don't assume that enums and uint32_t parameters are identical. Clang
16 changes the diagonstic for incompatible function pointer types
from a warning into an error by default.
This fixes the following error, when built (for aarch64, but probably
also for other architectures) in MSVC mode:
../src/libs/vkd3d/libs/vkd3d-shader/spirv.c:1083:13: error: incompatible function pointer types passing 'uint32_t (struct vkd3d_spirv_builder *, uint32_t, SpvDim, uint32_t, uint32_t, uint32_t, uint32_t, SpvImageFormat)' (aka 'unsigned int (struct vkd3d_spirv_builder *, unsigned int, enum SpvDim_, unsigned int, unsigned int, unsigned int, unsigned int, enum SpvImageFormat_)') to parameter of type 'vkd3d_spirv_build7_pfn' (aka 'unsigned int (*)(struct vkd3d_spirv_builder *, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int)') [-Wincompatible-function-pointer-types]
vkd3d_spirv_build_op_type_image);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../src/libs/vkd3d/libs/vkd3d-shader/spirv.c:612:68: note: passing argument to parameter 'build_pfn' here
SpvOp op, const uint32_t *operands, vkd3d_spirv_build7_pfn build_pfn)
^
Signed-off-by: Martin Storsjö <martin@martin.st>
Specifying R32 for UAVs created with a vector format, e.g. R32G32B32A32_FLOAT,
results in only the red being loaded/stored, potentially causing images to
contain only the red component.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
The current workaround is broken for texture cube arrays, which already have 4
components.
Sampling with the components not packed together apparently succeeds with newer
NVidia drivers, so just remove the workaround. Tested with 470.103.01 on a GTX
1060.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52886
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Instead of making the caller convert them.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
SpvCapabilityRuntimeDescriptorArrayEXT requires descriptor indexing and
a validation error will result if it is not enabled.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Runtime descriptor arrays should be used for descriptor bindings with
a variable count.
Support for SpvCapabilityRuntimeDescriptorArrayEXT is required by the
Vulkan spec as part of descriptor indexing support.
The current implementation depends on a separate array declaration for
each range because binding_base_idx is stored in the array data. This
occurs in practice because binding.count is always different. Use of
runtime arrays eliminates the count from the key, so binding_base_idx
must be separated from the array data.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Otherwise if the input is located above position 0 in the private array
it will be swizzled incorrectly, e.g. a.yz instead of a.xy in
test_domain_shader_inputs().
Based on a vkd3d-proton patch by Hans-Kristian Arntzen.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
For isoline tessellation, "density" is specified by OL0, and "detail" by OL1.
Based on a vkd3d-proton patch by Hans-Kristian Arntzen.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Fixes invalid SPIR-V being generated in Monster Hunter: World.
Based on vkd3d-proton patches by Hans-Kristian Arntzen and Philip Rebohle.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Prevents a crash in radv when such inputs are present.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Based on a vkd3d-proton patch by Philip Rebohle.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This is undefined behaviour in SPIR-V, but well-defined in Direct3D, so we
should explicitly 'and' the shift amount with 31.
Based on a vkd3d-proton patch by Philip Rebohle.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Based in part on vkd3d-proton patches by Philip Rebohle and Hans-Kristian Arntzen.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Based in part on a vkd3d-proton patch by Joshua Ashton.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Based on a vkd3d-proton patch by Joshua Ashton.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Fixes NVIDIA HairWorks GPU crash on Metro Exodus, and test failures
in test_line_tessellation().
Based on a vkd3d-proton patch by Hans-Kristian Arntzen.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Source modifiers and immediate constants are not supported.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Based on a vkd3d-proton patch by Joshua Ashton.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Based on a vkd3d-proton patch by Joshua Ashton.
Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
We've already set these up in vkd3d_dxbc_compiler_emit_hull_shader_inputs().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
As opposed to at the end of each fork/join phase. This eliminates a
bunch of redundant SPIR-V, since it's not uncommon for fork/join phases
to only write to individual output components.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Like outputs, when inputs are coalesced, the write mask is modified by
needs_private_io_variable().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
When outputs are coalesced, the write mask is modified by
needs_private_io_variable(). We want the "dcl_mask" field to reflect
that as well.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Multiple patch constant or output signature elements may be coalesced
into a single output register by needs_private_io_variable() in
vkd3d_dxbc_compiler_emit_output(). When this happens, only the original
element will have a corresponding variable ID assigned in output_info[].
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Much like we do for input components, for much of the same reasons.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
In particular, a shader may declare e.g. v6.x to refer to an output from the
previous stage, and v6.y to refer to a builtin, or the other way around. At
the same time, different hull shader phases may redeclare the same register.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
We need these to be per-vertex. This fixes the Wine d3d11
test_clip_distance() test.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>