Zebediah Figura
aa44f9b390
tests: Use struct vkd3d_shader_scan_signature_info to retrieve the VS input signature.
...
In order to allow retrieving it from d3dbc shaders.
2023-12-14 23:19:28 +01:00
Zebediah Figura
2bc40385d9
vkd3d-shader: Do not scan DCL instructions which do not declare resources.
2023-12-14 23:19:28 +01:00
Zebediah Figura
8af47a96ea
vkd3d-shader: Do not scan the shader in vkd3d_shader_parser_compile() for assembly targets.
2023-12-14 23:19:28 +01:00
Conor McCarthy
f23426ec32
tests/shader-runner: Check for int64 support in the Vulkan runner.
2023-12-14 21:00:41 +01:00
Conor McCarthy
a80ea8168f
tests/shader-runner: Check for float64 support in the Vulkan runner.
2023-12-14 21:00:39 +01:00
Conor McCarthy
cd43cb3752
tests/shader-runner: Check for float64 support in the d3d11 runner.
2023-12-14 21:00:38 +01:00
Conor McCarthy
b8694fd879
vkd3d: Co-locate all descriptor-related members.
...
To optimise cache coherence, because decriptor updates use the most
performance-critical code paths.
2023-12-14 21:00:34 +01:00
Conor McCarthy
a2741babd9
vkd3d: Rename the device mutex to pipeline_cache_mutex.
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It is used only for pipeline and render pass caching, and renaming it
helps prevent inappropriate or erroneous use.
2023-12-14 21:00:30 +01:00
Conor McCarthy
37e76618ca
vkd3d: Write Vulkan descriptors in a worker thread.
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Raises framerate by 5-10% in games which write thousands of descriptors
per frame, e.g. Horizon Zero Dawn.
The worker thread is a generic device worker which can also be used for
other purposes if the need arises.
2023-12-14 21:00:28 +01:00
Conor McCarthy
70962ae7d8
vkd3d: Update the descriptor next
index before getting a reference for writing.
...
Fixes a race condition where the descriptor is modified between getting
its object and resetting the `next` index. The new object would never be
written. While it is invalid for the app to write descriptors used by a
command list which has been submitted to a queue, unused descriptors may
be written. This change also supports writing descriptors in a worker
thread.
2023-12-14 21:00:26 +01:00
Henri Verbeet
21491d1bbb
vkd3d-shader/ir: Pass a uint32_t write mask to vkd3d_write_mask_32_from_64().
2023-12-13 22:33:07 +01:00
Henri Verbeet
3759186193
vkd3d-shader/ir: Pass a uint32_t write mask to vkd3d_write_mask_64_from_32().
2023-12-13 22:33:06 +01:00
Henri Verbeet
713adaa56a
vkd3d-shader/ir: Pass a uint32_t write mask to vkd3d_write_mask_component_count().
2023-12-13 22:33:04 +01:00
Henri Verbeet
e1aa12f94b
vkd3d-shader/ir: Pass a uint32_t write mask to vkd3d_write_mask_get_component_idx().
2023-12-13 22:33:03 +01:00
Giovanni Mascellani
09235d9e09
tests: Test assigning multisampled textures with different sample counts.
2023-12-13 22:32:38 +01:00
Conor McCarthy
af731024d7
tests/shader-runner: Fix the arithmetic-int-uniform int64 abs expected results.
2023-12-13 22:32:31 +01:00
Giovanni Mascellani
f087aa752d
ci: Build vkd3d with SPIRV-Tools.
2023-12-13 22:32:26 +01:00
Giovanni Mascellani
ec4986e9e2
vkd3d-shader/spirv: Honor force_validation after emitting SPIR-V code.
2023-12-13 22:32:25 +01:00
Giovanni Mascellani
a6317e5f3b
vkd3d: Pad push constant ranges to 16 bytes.
...
Because that's the granularity of Constant Buffer accesses in SM4.
This commit requires using more push constants, but without it the
generated SPIR-V can be invalid.
2023-12-13 22:32:23 +01:00
Giovanni Mascellani
1015cc952e
vkd3d-shader/d3d-asm: Add an "internal" mode for the ASM dumper.
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The new mode exposes more details about what's going on inside the VSIR
code and it's meant to ease development and debugging.
2023-12-12 23:16:26 +01:00
Giovanni Mascellani
e7fdf2e97f
vkd3d-shader/d3d-asm: Dump unknown types as "<unknown>".
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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
108941fce0
tests/shader-runner: Add 64-bit bitwise tests.
2023-12-12 22:50:52 +01:00
Conor McCarthy
27d4ccf225
tests/shader-runner: Add 64-bit arithmetic tests.
2023-12-12 22:50:51 +01:00
Conor McCarthy
8a1eb306e8
tests/shader-runner: Introduce a 'float64' requirement directive.
2023-12-12 22:50:50 +01:00
Conor McCarthy
95c48eb98e
tests/shader-runner: Introduce an 'int64' requirement directive.
2023-12-12 22:50:49 +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.
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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
af86cdf713
tests/shader-runner: Add a non-const-indexing test for asfloat() result storage.
2023-12-11 23:18:54 +01:00
Conor McCarthy
2037daae32
vkd3d-shader/spirv: Bitcast if necessary in the spirv_compiler_emit_mov() general implementation.
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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
Conor McCarthy
df82c61482
tests/shader-runner: Test an uninitialised indexable temp.
2023-12-11 23:18:49 +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
Stefan Dösinger
b0d1fb0bd7
tests: Show that CreatePipelineState also doesn't reuse duplicate objects.
2023-12-07 21:57:45 +01:00
Stefan Dösinger
1eaf7fa37b
tests: Show that compute pipeline state objects are not reused.
2023-12-07 21:57:45 +01:00
Stefan Dösinger
82a3209ee2
tests: Show that graphics pipeline state objects are not reused.
2023-12-07 21:57:45 +01:00
Stefan Dösinger
705cf10626
tests: Show that creating identical root signatures returns the same pointer.
2023-12-07 21:57:45 +01:00
Zebediah Figura
26a30b8539
configure: Enable -Wshadow.
2023-12-07 21:57:36 +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