Francisco Casas
3e9a9c5051
vkd3d-shader/hlsl: Track objects sampling dimension.
2023-05-08 20:24:15 +02:00
Francisco Casas
4dba38e6c8
vkd3d-shader/hlsl: Track object components usage and allocate registers accordingly.
2023-05-08 20:24:14 +02:00
Francisco Casas
6f71077e3e
vkd3d-shader/hlsl: Skip object components when creating input/output copies.
2023-05-08 20:22:19 +02:00
Francisco Casas
4413f6b64b
vkd3d-shader/hlsl: Add fixme for uniform copies for objects within structs.
2023-05-08 20:22:17 +02:00
Francisco Casas
69ff249ef4
vkd3d-shader/hlsl: Support multiple-register variables in object regsets.
...
Variables that contain more than one object (arrays or structs) require
the allocation of contiguous registers in the respective object
register spaces.
2023-05-08 20:22:14 +02:00
Zebediah Figura
8b57a612d7
vkd3d-shader/hlsl: Map the colour output for ps_1_* to r0.
2023-05-03 21:12:39 +02:00
Zebediah Figura
b2959739ed
vkd3d-shader/hlsl: Rewrite the register allocator to allow allocating in multiple passes.
...
We will need this in order to allocate some "special" registers: ps_1_* output, sincos output, etc.
2023-05-03 21:12:38 +02:00
Zebediah Figura
71d8ff85c6
vkd3d-shader/hlsl: Avoid leaking the allocator register map in allocate_const_registers().
2023-05-03 21:12:37 +02:00
Zebediah Figura
c57ac0b207
vkd3d-shader/hlsl: Rename struct liveness to struct register_allocator.
2023-05-03 21:12:34 +02:00
Francisco Casas
34ddc13390
vkd3d-shader/hlsl: Don't keep the implicit mipmap level on hlsl_ir_index.
2023-05-03 21:11:59 +02:00
Francisco Casas
4aaf6b8895
vkd3d-shader/hlsl: Use hlsl_ir_index for resource access.
...
This patch makes index expressions on resources hlsl_ir_index nodes
instead of hlsl_ir_resource_load nodes, because it is not known if they
will be used later as the lhs of an hlsl_ir_resource_store.
For now, the only benefit is consistency.
2023-05-03 21:11:56 +02:00
Nikolay Sivov
7d41cf4440
vkd3d-shader/hlsl: Partially implement static expressions evaluation.
2023-05-02 20:46:08 +02:00
Zebediah Figura
0a44e6043e
vkd3d-shader/hlsl: Put the hlsl_ir_constant value in a structure.
2023-05-01 22:18:33 +02:00
Francisco Casas
dcd991deda
vkd3d-shader/hlsl: Consider duplicated input semantic types equivalent in SM1.
2023-05-01 22:18:27 +02:00
Francisco Casas
34431239a5
vkd3d-shader/hlsl: Handle possibly different types in input semantic var load.
...
Since in SM1 all vector types use 4 register components, and since SM1
doesn't consider vectors of different dimx incompatible, it is necessary
to ensure that the semantic var is created with dimx=4, and to add a
cast node.
2023-05-01 22:18:26 +02:00
Francisco Casas
537d7c27a2
vkd3d-shader/hlsl: Error out when a semantic is used with incompatible types.
...
Considering row vectors from row_major matrices as having a different
layout as regular vectors, and error out in that case, is left as todo.
2023-05-01 22:18:24 +02:00
Francisco Casas
d96e9665b1
vkd3d-shader/hlsl: Error out when an output semantic is used more than once.
...
The use of the hlsl_semantic.reported_duplicated_output_next_index field
allows reporting multiple overlapping indexes, such as in the following
vertex shader:
void main(out float1x3 x : OVERLAP0, out float1x3 y : OVERLAP1)
{
x = float3(1.0, 2.0, 3.2);
y = float3(5.0, 6.0, 5.0);
}
apple.hlsl:1:41: E5013: Output semantic "OVERLAP1" is used multiple times.
apple.hlsl:1:13: First use of "OVERLAP1" is here.
apple.hlsl:1:41: E5013: Output semantic "OVERLAP2" is used multiple times.
apple.hlsl:1:13: First use of "OVERLAP2" is here.
While at the same time avoiding reporting overlaps more than once for
large arrays:
struct apple
{
float2 p : sv_position;
};
void main(out apple aps[4])
{
}
apple.hlsl:3:8: E5013: Output semantic "sv_position0" is used multiple times.
apple.hlsl:3:8: First use of "sv_position0" is here.
2023-05-01 22:18:22 +02:00
Francisco Casas
edc72fdefc
vkd3d-shader/hlsl: Support semantics for array types.
2023-05-01 22:18:21 +02:00
Francisco Casas
a488889494
vkd3d-shader/hlsl: Don't create semantic vars more than once.
2023-05-01 22:18:20 +02:00
Francisco Casas
61c72a4fd1
vkd3d-shader/hlsl: Avoid invalid input/output copies for non-numeric types.
2023-05-01 22:18:17 +02:00
Zebediah Figura
e5ec431784
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_jump().
2023-04-20 22:54:10 +02:00
Nikolay Sivov
dfe923ea1d
vkd3d-shader: Consistently pass location structure by pointer.
2023-04-19 20:45:31 +02:00
Zebediah Figura
7ee66351c8
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_if().
2023-04-18 21:59:49 +02:00
Zebediah Figura
50f0ae1b21
vkd3d-shader/hlsl: Pass hlsl_block pointers to hlsl_new_if().
2023-04-18 21:59:45 +02:00
Zebediah Figura
5a3fe1609b
vkd3d-shader/hlsl: Initialize the block in clone_block().
2023-04-18 21:59:44 +02:00
Zebediah Figura
dc7514afc9
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_float_constant().
2023-04-18 21:59:39 +02:00
Zebediah Figura
b23ef3ca3b
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_cast() and hlsl_new_copy().
2023-04-18 21:59:37 +02:00
Zebediah Figura
1bf3aa9275
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_bool_constant().
2023-04-18 21:59:34 +02:00
Zebediah Figura
0654d88edd
vkd3d-shader/hlsl: Allow VPOS and VFACE to be specified in sm3 pixel shaders.
...
We were previously (accidentally) rejecting them because they didn't have a
usage.
2023-04-18 21:59:22 +02:00
Francisco Casas
5c285adc6b
vkd3d-shader/hlsl: Use hlsl_ir_index for array and record access.
...
From this point on, it is no longer true that only hlsl_ir_loads can
return objects, because an object can also come from chain of
hlsl_ir_indexes that ends in an hlsl_ir_load.
The lower_index_loads pass takes care of lowering all hlsl_ir_indexes
into hlsl_ir_loads.
For this reason, hlsl_resource_load_params now expects both the resource
as the sampler to be just an hlsl_ir_node pointer instead of a pointer
to a more specific hlsl_ir_load.
2023-04-13 23:05:32 +02:00
Francisco Casas
741c9e5893
vkd3d-shader/hlsl: Introduce hlsl_ir_index.
...
This node type is intended for use during parse-time.
While we parse an indexing expression such as "a[3]", we don't know if
it will end up as part of an expression (in which case it must be folded
into a load) or it is for the lhs of a store (in which case it must be
folded into the store's deref).
2023-04-13 23:05:25 +02:00
Zebediah Figura
1514755043
vkd3d-shader/hlsl: Make a string array const.
2023-04-06 17:52:07 +02:00
Zebediah Figura
725d408974
vkd3d-shader/hlsl: Introduce an hlsl_block_init() helper.
2023-04-06 17:51:40 +02:00
Zebediah Figura
1da5a9a490
vkd3d-shader/hlsl: Introduce an hlsl_block_add_block() helper.
2023-04-06 17:51:38 +02:00
Zebediah Figura
ceac81b816
vkd3d-shader/hlsl: Introduce an hlsl_block_add_instr() helper.
2023-04-06 17:51:36 +02:00
Francisco Casas
f3e81327dc
vkd3d-shader/hlsl: Consider register() as manual packing for resource fields.
2023-04-04 21:59:49 +02:00
Francisco Casas
60237cb773
vkd3d-shader/hlsl: Don't allow manual and automatic cbuffer offset packing.
2023-04-04 21:59:45 +02:00
Francisco Casas
4448d114ad
vkd3d-shader/hlsl: Detect overlaps in cbuffer offsets.
2023-04-04 21:59:43 +02:00
Francisco Casas
7777c32cac
vkd3d-shader/hlsl: Support packoffset().
2023-04-04 21:59:42 +02:00
Francisco Casas
9b70971696
vkd3d-shader/hlsl: Rename struct hlsl_reg_reservation fields.
2023-04-04 21:59:39 +02:00
Nikolay Sivov
eb71c5f20d
vkd3d-shader/hlsl: Handle round() for SM1.
2023-04-03 18:00:03 +02:00
Zebediah Figura
7a9e393ea0
vkd3d-shader/hlsl: Rename the "type" field of struct hlsl_type to "class".
...
To be consistent with enum hlsl_type_class and HLSL_CLASS_*.
2023-04-03 17:59:24 +02:00
Nikolay Sivov
4110f1e547
vkd3d-shader: Fix a few typos in the comments.
2023-03-15 20:13:27 +01:00
Francisco Casas
f8338ef089
vkd3d-shader/hlsl: Allocate register reservations in a separate pass.
...
This refactoring is required for improving the allocation strategy so it
works with multiple-register variables.
2023-02-22 18:28:19 +01:00
Francisco Casas
75359e6dbd
vkd3d-shader/hlsl: Respect object reservations even if the object is unused.
2023-02-22 18:28:19 +01:00
Francisco Casas
c5384b38ee
vkd3d-shader/hlsl: Allocate objects according to register set.
2023-02-22 18:28:19 +01:00
Francisco Casas
e0031d2a1f
vkd3d-shader/hlsl: Keep an hlsl_reg for each register set in hlsl_ir_var.
2023-02-22 18:28:19 +01:00
Francisco Casas
d07247249a
vkd3d-shader/hlsl: Store the type's register size for each register set.
2023-02-22 18:28:19 +01:00
Francisco Casas
315966dc21
vkd3d-shader/hlsl: Leave offset empty for array and struct derefs.
2023-02-22 18:28:19 +01:00
Nikolay Sivov
d86db8bcbe
vkd3d-shader/hlsl: Support lit() intrinsic.
2023-02-21 21:09:52 +01:00