Conor McCarthy
c9493884ef
vkd3d-shader/dxil: Handle the DXIL BR instruction unconditional variant.
2024-01-18 23:15:03 +01:00
Conor McCarthy
9e964fa0c7
vkd3d-shader/dxil: Introduce a code block terminator struct.
2024-01-18 23:15:01 +01:00
Conor McCarthy
c40093474e
vkd3d-shader/tpf: Validate sysvals in index range declarations.
2024-01-17 22:29:01 +01:00
Conor McCarthy
4c30b23821
vkd3d-shader: Make the control point count the outer dimension of I/O arrays.
...
The relative-addressed case in shader_register_normalise_arrayed_addressing()
leaves the control point id in idx[0], while for constant register
indices it is placed in idx[1]. The latter case could be fixed instead,
but placing the control point count in the outer dimension is more
logical.
2024-01-17 22:28:59 +01:00
Conor McCarthy
418e8d8100
vkd3d-shader/ir: Expand index range write masks to cover all element masks.
...
For example, this occurred in a shader:
reg_idx write_mask
0 xyz
1 xyzw
2 xyzw
3 xyz
The dcl_indexrange instruction covered only xyz, so once merged, searching for
xyzw failed.
It is impossible to declare an input array where elements have different
component counts, but the optimiser can create this case. One way for
this to occur is to dynamically index input values via a local array
containing copies of the input values. The optimiser converts this to
dynamically indexed inputs.
2024-01-17 22:28:56 +01:00
Zebediah Figura
16962ac6f1
vkd3d-shader/hlsl: Allow non-numeric types in the ternary operator.
2024-01-17 22:28:51 +01:00
Zebediah Figura
46bd099341
vkd3d-shader/hlsl: Separate an add_ternary() helper.
2024-01-17 22:28:50 +01:00
Zebediah Figura
a5549bae38
vkd3d-shader/hlsl: Do not try to lower ternaries of types other than scalar or vector.
2024-01-17 22:28:49 +01:00
Zebediah Figura
e0b1f2e273
vkd3d-shader/hlsl: Remove a redundant definition of the "float" type.
2024-01-17 22:28:47 +01:00
Conor McCarthy
559d9d4ee0
vkd3d-shader/ir: Include an initial label instruction in the first control flow block.
2024-01-17 22:28:41 +01:00
Conor McCarthy
d402804851
vkd3d-shader/spirv: Do not emit function code before the main prolog.
2024-01-17 22:28:40 +01:00
Conor McCarthy
b4b2b0d3ac
vkd3d-shader/spirv: Declare indexable temps as Private unless function scope is specified.
2024-01-17 22:28:39 +01:00
Conor McCarthy
37d9dba512
vkd3d-shader/ir: Store code block names in struct vkd3d_shader_desc.
2024-01-17 22:28:38 +01:00
Conor McCarthy
ffc65215ba
vkd3d-shader/ir: Flatten SWITCH/CASE/DEFAULT/ENDSWITCH control flow instructions.
2024-01-17 22:28:36 +01:00
Conor McCarthy
dcb8527327
vkd3d-shader/ir: Flatten LOOP/BREAK/CONTINUE/ENDLOOP control flow instructions.
2024-01-17 22:28:35 +01:00
Conor McCarthy
e1dddc01b7
vkd3d-shader/ir: Flatten IF/ELSE/ENDIF control flow instructions.
2024-01-17 22:28:34 +01:00
Conor McCarthy
f3d464de0e
vkd3d-shader/spirv: Handle RETP in spirv_compiler_handle_instruction().
2024-01-17 22:28:33 +01:00
Conor McCarthy
bc1b5e7132
vkd3d-shader/spirv: Handle DISCARD and TEXKILL in spirv_compiler_handle_instruction().
2024-01-17 22:28:31 +01:00
Conor McCarthy
db0d51675c
vkd3d-shader/spirv: Emit descriptor offset loads in the function entry block.
...
Ensures they are loaded only once per function independent of the
control flow graph.
2024-01-17 22:28:29 +01:00
Henri Verbeet
68b898fcb6
vkd3d-shader/tpf: Store the "precise" mask as a uint32_t in shader_sm4_read_instruction().
2024-01-15 19:58:22 +01:00
Henri Verbeet
ad2af68d2a
vkd3d-shader/tpf: Store the "recognized_bits" mask as a uint32_t in shader_sm4_read_instruction_modifier().
2024-01-15 19:58:21 +01:00
Henri Verbeet
b8903f5526
vkd3d-shader/tpf: Store the current token as a uint32_t in shader_sm4_read_dst_param().
2024-01-15 19:58:20 +01:00
Henri Verbeet
fd854bc0c0
vkd3d-shader/tpf: Store the current token as a uint32_t in shader_sm4_read_src_param().
2024-01-15 19:58:19 +01:00
Henri Verbeet
c5facd4e03
vkd3d-shader/tpf: Store the "addressing" token as a uint32_t in shader_sm4_read_param().
2024-01-15 19:58:18 +01:00
Henri Verbeet
b1c538e0fe
vkd3d-shader/tpf: Store the "components" token as a uint32_t in shader_sm4_read_dcl_resource().
2024-01-15 19:58:17 +01:00