Commit Graph

375 Commits

Author SHA1 Message Date
Elizabeth Figura
acc9d79fbb vkd3d-shader/hlsl: Only allocate the aligned size for uniforms. 2024-06-18 13:19:44 -05:00
Nikolay Sivov
402dc94259 vkd3d-shader/fx: Set EXPLICIT_BIND_POINT flag for packoffset() reservations as well.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-06-12 19:02:20 +02:00
Nikolay Sivov
1124ea46ee vkd3d-shader/hlsl: Store original semantic name.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-06-11 15:53:19 +02:00
Elizabeth Figura
4355e6ca69 vkd3d-shader/hlsl: Allocate register spaces for objects. 2024-06-11 15:49:30 +02:00
Elizabeth Figura
7b61b0219e vkd3d-shader/hlsl: Allocate register spaces for constant buffers. 2024-06-11 15:49:30 +02:00
Elizabeth Figura
28a5e23814 vkd3d-shader: Write SM5.1 register indices.
Separate ID and index. Allocate IDs for all external resources (but ignore them
for shader models other than 5).
2024-06-11 15:49:30 +02:00
Francisco Casas
e8dbc36bd2 vkd3d-shader/hlsl: Record default values for uniforms and constant buffers. 2024-06-11 15:46:40 +02:00
Nikolay Sivov
f090d1e80d vkd3d-shader: Remove explicit newlines from hlsl_fixme() messages.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-23 23:12:10 +02:00
Francisco Casas
061dc39036 vkd3d-shader/hlsl: Also lower matrix swizzles and index loads in const passes. 2024-05-15 21:17:51 +02:00
Francisco Casas
4f60c7167e vkd3d-shader/hlsl: Run constant passes in a separate function. 2024-05-15 21:17:49 +02:00
Francisco Casas
28d267b7c0 vkd3d-shader/hlsl: Allocate SM1 numeric uniforms in decreasing bind count. 2024-05-13 22:26:21 +02:00
Francisco Casas
f548644222 vkd3d-shader/hlsl: Only allocate numeric bind count for SM1 numeric uniforms.
Unless they have register reservations, in which case the whole
variable is still reserved.
2024-05-13 22:26:08 +02:00
Francisco Casas
573d511344 vkd3d-shader/hlsl: Track bind count according to usage for uniforms.
Where bind count means the number of registers required to include all
dereferences to the variable within the shader as in
hlsl_ir_var.bind_count[].
2024-05-13 22:26:07 +02:00
Francisco Casas
e0a801e796 vkd3d-shader/hlsl: Improve tracking of used components running DCE before.
track_object_components_usage() had to be improved to also
register derefs on resource stores.
It was not doing it because it assumed that for every resource store
there was a resource load already, which was true, before calling DCE.
2024-05-13 22:26:05 +02:00
Francisco Casas
657e460d11 vkd3d-shader/hlsl: Allocate unused variables with register reservations on SM1. 2024-05-13 22:26:03 +02:00
Zebediah Figura
c2eb563e50 vkd3d-shader/fx: Skip uniform copy logic for global variables. 2024-05-08 21:07:58 +02:00
Zebediah Figura
2480eec98b vkd3d-shader/hlsl: Move the "base_type" member to the class-specific union. 2024-05-06 22:12:41 +02:00
Zebediah Figura
d9f7a88329 vkd3d-shader/hlsl: Make HLSL_TYPE_PIXELSHADER into a separate class. 2024-05-06 22:12:37 +02:00
Zebediah Figura
874937dab4 vkd3d-shader/hlsl: Make HLSL_TYPE_VERTEXSHADER into a separate class. 2024-05-06 22:12:34 +02:00
Francisco Casas
b14f935d0f vkd3d-shader/hlsl: Fold x + 0 identities. 2024-04-30 16:31:02 +02:00
Zebediah Figura
d7da278693 vkd3d-shader/hlsl: Make HLSL_TYPE_RENDERTARGETVIEW into a separate class. 2024-04-23 22:37:09 +02:00
Zebediah Figura
ee2bde3aba vkd3d-shader/hlsl: Make HLSL_TYPE_DEPTHSTENCILVIEW into a separate class. 2024-04-23 22:37:06 +02:00
Zebediah Figura
76971d811e vkd3d-shader/hlsl: Make HLSL_TYPE_TECHNIQUE into a separate class. 2024-04-23 22:36:51 +02:00
Zebediah Figura
3c8c7426df vkd3d-shader/hlsl: Make HLSL_TYPE_PASS into a separate class. 2024-04-23 22:36:38 +02:00
Zebediah Figura
24d3a352a6 vkd3d-shader/hlsl: Make HLSL_TYPE_EFFECT_GROUP into a separate class. 2024-04-23 22:36:32 +02:00
Zebediah Figura
171e097268 vkd3d-shader/hlsl: Make HLSL_TYPE_UAV into a separate class. 2024-04-19 22:23:20 +02:00
Zebediah Figura
93d7cd1785 vkd3d-shader/hlsl: Make HLSL_TYPE_TEXTURE into a separate class. 2024-04-19 22:23:19 +02:00
Zebediah Figura
220362cbad vkd3d-shader/hlsl: Make HLSL_TYPE_SAMPLER into a separate class. 2024-04-19 22:23:18 +02:00
Zebediah Figura
f57db442b0 vkd3d-shader/hlsl: Make HLSL_TYPE_STRING into a separate class. 2024-04-19 22:23:16 +02:00
Zebediah Figura
cdcf2da2eb vkd3d-shader/hlsl: Make HLSL_TYPE_VOID into a separate class. 2024-04-19 22:23:14 +02:00
Francisco Casas
80320f6129 vkd3d-shader/hlsl: Introduce hlsl_ir_stateblock_constant. 2024-04-10 08:54:23 -05:00
Francisco Casas
4dedcc5885 vkd3d-shader/hlsl: Also call dce before lowering deref paths. 2024-04-10 08:54:23 -05:00
Zebediah Figura
0e3377a1be vkd3d-shader/hlsl: Avoid using HLSL_CLASS_OBJECT without checking the base type.
As the diffstat shows, HLSL_CLASS_OBJECT does not really have much in common.
Resource types (TEXTURE, SAMPLER, UAV) sometimes behave similarly to each other,
but do not generally behave similarly to effect-specific types (string, shader,
state, view). Most consumers of HLSL_CLASS_OBJECT subsequently check the base
type anyway.

Hence we want to replace HLSL_TYPE_* with individual classes for object types.
As a first step, change the last few places that only check HLSL_CLASS_OBJECT.
2024-04-09 12:27:55 -05:00
Zebediah Figura
269cdad7b9 vkd3d-shader/hlsl: Consider any valid register reservation to invoke manual packing.
Regardless of the type of the variable.
2024-04-09 12:27:53 -05:00
Francisco Casas
3a0a4b625f vkd3d-shader/hlsl: Merge HLSL_OP3_MOVC into HLSL_OP3_TERNARY. 2024-04-09 12:27:02 -05:00
Francisco Casas
8f6f875a59 vkd3d-shader/hlsl: Move lower of non-float expressions with the other SM1 passes. 2024-04-09 12:27:01 -05:00
Francisco Casas
19fd43214b vkd3d-shader/hlsl: Ensure that TERNARY condition is always bool.
Also, properly casting it to float in lower_ternary() for SM1
avoids creating ABS and NEG on bool types.
2024-04-09 12:26:59 -05:00
Zebediah Figura
1e7d82798c vkd3d-shader/hlsl: Move a hlsl_fixme() to a more relevant place. 2024-04-02 23:09:35 +02:00
Francisco Casas
9a222d2be1 vkd3d-shader/d3dbc: Implement HLSL_OP2_LOGIC_AND for SM1. 2024-03-27 22:37:09 +01:00
Francisco Casas
777bf772bf vkd3d-shader/d3dbc: Implement HLSL_OP2_LOGIC_OR for SM1. 2024-03-27 22:37:08 +01:00
Francisco Casas
a838f97e3f vkd3d-shader/hlsl: Cast to bool before applying LOGIC_NOT.
Before this commit, it is possible for one of the tests of
cf-cond-types.shader_test to pass a non-bool to LOGIC_NOT, which should
not be allowed.
2024-03-27 22:37:07 +01:00
Francisco Casas
ee5fc7e968 vkd3d-shader/hlsl: Support LOGIC_NOT for SM1. 2024-03-27 22:37:06 +01:00
Zebediah Figura
0b1f11dd33 vkd3d-shader/hlsl: Allocate register reservations for structs as well. 2024-03-27 22:36:34 +01:00
Francisco Casas
619edb4c38 vkd3d-shader/hlsl: Lower CMP instructions for vertex shaders. 2024-03-14 22:49:29 +01:00
Francisco Casas
5c986b9cde vkd3d-shader/hlsl: Lower SLT instructions for pixel shaders.
Properly passing the inverse-trig.shader_test tests whose qualifiers
have been removed requires making spirv.c capable of handling ABS.
The same happens for the ps_3_0 equality test in
float-comparison.shader_test.
2024-03-14 22:49:29 +01:00
Francisco Casas
e9a4758648 vkd3d-shader/hlsl: Implement SM1 comparison operators. 2024-03-14 22:49:29 +01:00
Francisco Casas
cfac67ccc2 vkd3d-shader/hlsl: Cast slt before multiplying on ternary operator.
Otherwise we may get a failing
    "hlsl_types_are_equal(arg1->data_type, arg2->data_type)"
assertion on hlsl_new_binary_expr() when creating the MUL.

This happens in the test introducing in the following patch:

    int a, b, c;

    void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
    {
        out_pos = pos;

        res = a ? b/1000.0 : c/1000.0;
    }
2024-03-11 22:09:42 +01:00
Francisco Casas
747511131d vkd3d-shader/hlsl: Lower non-float operators for SM1. 2024-03-06 23:04:05 +01:00
Francisco Casas
a3319339e4 vkd3d-shader/hlsl: Lower casts to int using REINTERPRET instead.
I realized that it is better to lower casts to int to FLOOR+REINTERPET
instead of appending a FLOOR to all casts to int and assuming that this
is the case for all of them in d3dbc.c.

This in case we introduce new passes in the future that add casts that
we forget to lower, after the lower_casts_to_bool pass.
2024-03-06 23:04:04 +01:00
Nikolay Sivov
937d76507d vkd3d-shader/hlsl: Implement ternary operator for older vertex profiles.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56333
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-03-06 23:03:59 +01:00