Francisco Casas
3bafd036bb
vkd3d-shader/hlsl: Don't allocate all texture registers for synthetic separated samplers.
2023-07-17 22:55:53 +02:00
Zebediah Figura
a55973d695
vkd3d-shader/hlsl: Lower combined samplers to separate sampler and texture objects for SM4.
...
Co-authored-by: Francisco Casas <fcasas@codeweavers.com>
2023-07-17 22:55:51 +02:00
Francisco Casas
15ea5ff9db
vkd3d-shader/hlsl: Separate tracking of sampler_dim and usage for object components.
2023-07-17 22:55:48 +02:00
Francisco Casas
c4f074d25d
vkd3d-shader/hlsl: Introduce hlsl_new_synthetic_var_named().
2023-07-17 22:55:46 +02:00
Francisco Casas
866c5d9531
vkd3d-shader/hlsl: Check is_uniform instead of HLSL_STORAGE_UNIFORM when validating object refs.
...
We are using the hlsl_ir_var.is_uniform flag to indicate when an object
is a uniform copy created from a variable with the HLSL_STORAGE_UNIFORM
modifier.
We should be checking for this instead of the HLSL_STORAGE_UNIFORM flag
which is also set to 1 for the original variables, and there should be
no reason to use this flag instead of "is_uniform" after the uniform
copies and combined/separated samplers are created.
2023-07-17 22:55:43 +02:00
Francisco Casas
c58d666d1b
vkd3d-shader/hlsl: Handle resource components individually for SM 5.0.
2023-07-17 22:55:40 +02:00
Francisco Casas
8f8c7a02ee
vkd3d-shader/tpf: Introduce struct extern_resource.
...
This struct is required for handling both whole-variable resources for
SM < 5 and single-component resources for SM 5 in the same way, when
writting the RDEF block and resource declarations within the shader.
2023-07-17 22:55:39 +02:00
Francisco Casas
ae6bc398d6
vkd3d-shader/hlsl: Allow derefs to provide the data_type.
...
After lowering the derefs path to a single offset node, there was no way
of knowing the type of the referenced part of the variable. This little
modification allows to avoid having to pass the data type everywhere and
it is required for supporting instructions that reference objects
components within struct types.
Since deref->data_type allows us to retrieve the type of the deref,
deref->offset_regset is no longer necessary.
2023-07-17 22:55:36 +02:00
Zebediah Figura
d4b5e79c8b
vkd3d-shader/hlsl: Skip unallocated variables when looking for reservation conflicts.
2023-07-13 23:00:03 +02:00
Zebediah Figura
aec9ea085e
vkd3d-shader/hlsl: Return a hlsl_block from the "postfix_expr" rule.
2023-07-11 22:44:15 +02:00
Zebediah Figura
e222a786a1
vkd3d-shader/hlsl: Return a hlsl_block from binary and ternary expression rules.
2023-07-11 22:44:12 +02:00
Zebediah Figura
3079c874e3
vkd3d-shader/hlsl: Return a hlsl_block from the "unary_expr" rule.
2023-07-11 22:44:10 +02:00
Zebediah Figura
28dff58fb5
vkd3d-shader/hlsl: Return a hlsl_block from the "initializer_expr" rule.
2023-07-11 22:44:09 +02:00
Zebediah Figura
53d5ea639c
vkd3d-shader/hlsl: Return a hlsl_block from the "assignment_expr" rule.
2023-07-11 22:44:06 +02:00
Conor McCarthy
1ec112e3d7
vkd3d-shader/dxil: Read function bodies.
2023-07-11 22:43:58 +02:00
Conor McCarthy
5d33fb4633
vkd3d-shader/dxil: Read numeric constants.
2023-07-11 22:43:57 +02:00
Conor McCarthy
c96143abdc
vkd3d-shader/dxil: Read global function declarations.
2023-07-11 22:43:55 +02:00
Conor McCarthy
22157c3da3
vkd3d-shader/dxil: Validate the module format version.
2023-07-11 22:43:53 +02:00
Conor McCarthy
eca4b62c7e
vkd3d-shader/dxil: Read the value symbol table.
2023-07-11 22:43:49 +02:00
Conor McCarthy
571d807dd8
vkd3d-shader/dxil: Read the type table.
2023-07-11 22:43:48 +02:00
Conor McCarthy
41a5d37935
vkd3d-shader/dxil: Use size_t where applicable.
2023-07-11 22:43:46 +02:00
Andrey Gusev
d4d960cb8b
vkd3d-shader/spirv: Add support for VKD3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE interpolation qualifier.
...
Used by F1 2018.
2023-07-10 23:17:59 +02:00
Evan Tang
574239e3e3
vkd3d: Make CopyResource use a temp buffer for depth <-> color copies.
...
depth <-> color copies aren't allowed in Vulkan
2023-07-06 20:09:50 +02:00
Zebediah Figura
6e303af519
vkd3d-shader/hlsl: Free the "iter" block pointer on success in create_loop().
...
Spotted by Giovanni Mascellani.
2023-07-05 22:32:48 +02:00
Zebediah Figura
b0ac77b44d
vkd3d-shader/hlsl: Return a hlsl_block from the "expr_statement" and "expr" rules.
2023-07-05 22:32:47 +02:00
Zebediah Figura
07ce711583
vkd3d-shader/hlsl: Return a hlsl_block from the "jump_statement" rule.
2023-07-05 22:32:46 +02:00
Zebediah Figura
e4bf5933b9
vkd3d-shader/hlsl: Return a hlsl_block from the "selection_statement" rule.
2023-07-05 22:32:45 +02:00
Zebediah Figura
79dd9544b7
vkd3d-shader/hlsl: Return a hlsl_block from the "loop_statement" rule.
2023-07-05 22:32:43 +02:00
Zebediah Figura
23ff83e8a0
vkd3d-shader/hlsl: Return a hlsl_block from the "statement" rule.
...
As well as from the "statement_list" and "compound_statement" rules, which
trivially pass through from "statement".
2023-07-05 22:32:41 +02:00
Zebediah Figura
53e9ad3e4c
vkd3d-shader/hlsl: Do not emit DEF instructions for uniform constants.
2023-07-04 22:40:20 +02:00
Zebediah Figura
e5afbda34a
vkd3d-shader/hlsl: Simplify allocate_const_registers_recurse() to stop accounting for constants larger than a vector.
...
That cannot happen with the current code.
2023-07-04 22:40:16 +02:00
Zebediah Figura
8a2b357855
vkd3d-shader/hlsl: Allocate anonymous constants after uniforms.
2023-07-04 22:40:13 +02:00
Zebediah Figura
717cd3f5bb
vkd3d-shader/hlsl: Consistently use the destination width in constant folding instructions (Valgrind).
2023-07-04 22:40:06 +02:00
Zebediah Figura
e390bc35e2
vkd3d-shader/d3dbc: Set the source count for DEF instructions to 1 (Valgrind).
...
We emit one source with multiple components.
2023-07-04 22:40:04 +02:00
Nikolay Sivov
06040d2a30
vkd3d-shader/hlsl: Disallow certain instruction types from constant expressions.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-07-04 22:39:57 +02:00
Nikolay Sivov
a65c0b0e22
vkd3d-shader/hlsl: Support evaluated expressions for sample count in multisampled textures declarations.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-07-04 22:39:55 +02:00
Zebediah Figura
73d422a0e0
vkd3d-shader/d3dbc: Scan for the maximum temporary register index.
2023-07-04 22:39:48 +02:00
Zebediah Figura
e489098878
vkd3d-shader: Record a global temporary count per sm4 shader.
...
Store it in the shader_desc, and declare temps from that when compiling SPIR-V,
instead of parsing dcl_instructions.
As part of this change, we declare a single, global temps array (with Private
scope instead of Function) which is as large as the maximum of all dcl_temps
instructions. It is not clear to me whether this will improve, hurt, or have no
significant effect on the lower-level compiler. An alternative is to still
redeclare a new temps array every time (although still with a smaller size).
2023-07-04 22:39:45 +02:00
Zebediah Figura
dfb2a316e6
vkd3d-shader/dxbc: Remove redundant zero-initialization of the vkd3d_shader_desc structure.
2023-07-04 22:39:43 +02:00
Nikolay Sivov
300f3462a4
vkd3d-shader/hlsl: Add constant folding for 'rcp'.
2023-07-04 22:39:36 +02:00
Giovanni Mascellani
68764b74a1
vkd3d: Release op data when destroying the queue.
2023-07-04 22:39:31 +02:00
Giovanni Mascellani
dcac2646e4
vkd3d: Always emit an error when failing to reserve for the op array.
2023-07-04 22:39:31 +02:00
Giovanni Mascellani
52d5cb749f
vkd3d: Release the op mutex on allocation failure.
2023-07-04 22:39:31 +02:00
Francisco Casas
01800942a9
vkd3d-shader/hlsl: Declare vars individually when parsing struct declarations.
...
A struct declaration with variables is now absorbed into the 'declaration'
rule, like any other variable declaration.
A struct declaration without variables is now reduced to the
'struct_declaration_without_vars' rule.
They both are reduced to a 'declaration_statement' in the end.
2023-07-04 22:39:24 +02:00
Francisco Casas
62c891b796
vkd3d-shader/hlsl: Declare vars individually when parsing regular declarations.
...
In a declaration with multiple variables, the variables must be created
before the initializer of the next variable is parsed. This is required
for initializers such as:
float a = 1, b = a, c = b + 1;
A requisite for this is that the type information is parsed in the same
rule as the first variable (as a variable_def_typed) so it is
immediately available to declare the first variable. Then, the next
untyped variable declaration is parsed, and the type from the first
variable can be used to declare the second, before the third is parsed,
and so on.
2023-07-04 22:39:21 +02:00
Francisco Casas
a34cf2e64e
vkd3d-shader/hlsl: Split declare_vars().
...
Basically, declare_vars() is separated in three functions:
1. check_invalid_in_out_modifiers(), which is to be called once per
declaration and emits an error when in or out modifiers are used for
these non-parameter variables.
2. declare_var(), which now handles one variable at the time and doesn't
free any memory.
3. initialize_vars(), which takes care of preparing the initialization
instructions of several variables and frees their struct
parse_variable_def, using exclusively free_parse_variable_def().
This allows to declare variables individually before the initializer of
the next variable in the same declaration is parsed, which is used in
the following patches.
Also, simplifies memory management.
2023-07-04 22:39:18 +02:00
Francisco Casas
e4d94d955c
vkd3d-shader/hlsl: Support fine derivates.
2023-07-04 22:39:12 +02:00
Francisco Casas
ff31284f8d
vkd3d-shader/hlsl: Support coarse derivates.
2023-07-04 22:39:10 +02:00
Conor McCarthy
08cece3a92
vkd3d: Print the thread id in trace messages.
2023-06-28 21:40:40 +02:00
Conor McCarthy
de25e88901
vkd3d-shader/dxil: Read and validate global abbreviated operands.
2023-06-28 21:40:37 +02:00
Conor McCarthy
e9a8bfb2c4
vkd3d-shader/dxil: Read and validate local abbreviated operands.
2023-06-28 21:40:36 +02:00
Conor McCarthy
d3e6a3a78f
include: Introduce a function to detect the DXBC source type.
2023-06-28 21:40:36 +02:00
Conor McCarthy
6775f7ba66
vkd3d-shader/dxil: Read and validate DXIL bitcode unabbreviated blocks.
2023-06-28 21:40:34 +02:00
Nikolay Sivov
69f32796b0
vkd3d-shader: Unify static string arrays initialization pattern.
2023-06-28 21:40:21 +02:00
Zebediah Figura
9ccba35dde
vkd3d-shader/hlsl: Store the fields of struct parse_if_body as hlsl_block pointers.
2023-06-28 21:40:18 +02:00
Zebediah Figura
8fa1750206
vkd3d-shader/hlsl: Store the "instrs" field of struct parse_initializer as a hlsl_block pointer.
2023-06-28 21:40:16 +02:00
Zebediah Figura
7d521db3db
vkd3d-shader/hlsl: Merge the "discard_statement" rule into "jump_statement".
2023-06-28 21:40:15 +02:00
Zebediah Figura
588784e4dc
vkd3d-shader/hlsl: Use add_unary_arithmetic_expr() in the subtraction rule.
2023-06-28 21:40:14 +02:00
Zebediah Figura
b4bf5af475
vkd3d-shader/hlsl: Factor out add_binary_expr_merge().
2023-06-28 21:40:12 +02:00
Giovanni Mascellani
bdfec4886d
vkd3d-shader/hlsl: Fold logical expressions.
2023-06-27 22:34:33 +02:00
Giovanni Mascellani
5a05fabe62
vkd3d-shader/hlsl: Fold floating point minimum expressions.
2023-06-27 22:34:30 +02:00
Giovanni Mascellani
2a2943c2cf
vkd3d-shader/hlsl: Fold floating point maximum expressions.
2023-06-27 22:34:29 +02:00
Giovanni Mascellani
358d656262
vkd3d-shader/hlsl: Fold greater-than-or-equal comparisons.
2023-06-27 22:34:28 +02:00
Giovanni Mascellani
bf452b5907
vkd3d-shader/hlsl: Fold less-than comparisons.
2023-06-27 22:34:27 +02:00
Giovanni Mascellani
488af14144
vkd3d-shader/hlsl: Fold equality comparisons.
2023-06-27 22:34:25 +02:00
Giovanni Mascellani
6c9f6d0fcf
vkd3d-shader/hlsl: Sort constant folding helpers alphabetically.
2023-06-27 22:34:24 +02:00
Nikolay Sivov
4ed60cda13
vkd3d-shader: Remove extra newlines from compiler messages.
2023-06-27 22:34:19 +02:00
Nikolay Sivov
9ccf291971
vkd3d-shader/hlsl: Use profile version testing helpers in more places.
2023-06-27 22:34:05 +02:00
Nikolay Sivov
5c02e12187
vkd3d-shader/hlsl: Make sample count optional for SM4.1+.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-06-27 22:34:03 +02:00
Conor McCarthy
3aa83e877d
vkd3d: Append CopyTileMappings() commands to the command queue op array.
2023-06-27 22:33:58 +02:00
Conor McCarthy
3935e8647f
vkd3d: Append UpdateTileMappings() commands to the command queue op array.
2023-06-27 22:33:58 +02:00
Conor McCarthy
e98e6c9b53
vkd3d: Add missing const attributes to ID3D12CommandQueue::UpdateTileMappings() parameters.
2023-06-27 22:33:58 +02:00
Conor McCarthy
5ccadd07f1
vkd3d: Validate plane count for tiled textures.
2023-06-27 22:33:58 +02:00
Conor McCarthy
0b67481496
vkd3d: Validate tiled resources tier for 3D textures.
2023-06-27 22:33:58 +02:00
Conor McCarthy
1a0d85b8d6
vkd3d: Validate tiled resources support during reserved resource creation.
...
Check directly for Vulkan support because the D3D12 tiled resources
tier may in future be modified by a config option.
2023-06-27 22:33:57 +02:00
Conor McCarthy
e93f2e7746
vkd3d: Always pass null heap properties to vkd3d_create_image() for sparse images.
2023-06-27 22:33:57 +02:00
Conor McCarthy
9532ac5f84
vkd3d: Check sparse image format is supported.
...
Based on code by Jan Sikorski.
2023-06-27 22:33:55 +02:00
Nikolay Sivov
861078d63a
vkd3d-shader/hlsl: Handle 'texkill' discard type for sm4+.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-06-27 22:33:50 +02:00
Nikolay Sivov
8d84e206ab
vkd3d-shader/hlsl: Parse clip() function.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-06-27 22:33:48 +02:00
Nikolay Sivov
b40179da3a
vkd3d-shader/hlsl: Add a parameter for jump nodes and use it for 'discard'.
2023-06-27 22:33:47 +02:00
Zebediah Figura
7e1fcdca89
vkd3d-shader: Synthesize signatures for d3dbc shaders.
2023-06-27 22:33:41 +02:00
Zebediah Figura
20190a1388
vkd3d-shader: Introduce an API to retrieve all signatures from DXBC shaders.
2023-06-27 22:33:41 +02:00
Stefan Dösinger
5e88ab22aa
vkd3d-shader/hlsl: Make sure variants is initialized in declare_predefined_types().
...
MSVC is too stupid to see it is unused when n_variants=0.
2023-06-27 22:33:31 +02:00
Henri Verbeet
771e442af1
Release 1.8.
2023-06-22 22:00:20 +02:00
Nikolay Sivov
c8ffe8e1a8
vkd3d-shader/hlsl: Don't report a register type mismatch for unused reserved variables.
2023-06-22 22:00:19 +02:00
Zebediah Figura
d6ac823dd6
vkd3d-shader/hlsl: Don't set "allocated" for unused reserved variables.
2023-06-22 22:00:17 +02:00
Zebediah Figura
1c1f1094a5
vkd3d-shader/hlsl: Handle reserved vars specially in get_allocated_object().
2023-06-22 22:00:16 +02:00
Francisco Casas
c1ca0dafe8
vkd3d-shader/d3dbc: Avoid hlsl_type_get_regset() in d3dbc.c.
...
In SM1 we can expect all variables to always belong to a single regset.
structs in particular, should always be allocated to HLSL_REGSET_NUM,
since they are only allowed if all their components are numeric.
We are not covering the structs case because of the use of
hlsl_type_get_regset(), which is currently not defined for structs.
So the current shader
struct
{
float4 a;
float4 b;
} apple;
float4 main() : sv_target
{
return apple.a + apple.b;
}
fails with
vkd3d/libs/vkd3d-shader/hlsl.c:224: Aborting, reached unreachable code.
The solution is to iterate over all regsets to find the one where the
variable is allocated (if any), and ignore all others.
2023-06-22 22:00:14 +02:00
Conor McCarthy
bce2a898b3
vkd3d-shader/spirv: Take ownership of the shader signatures in spirv_compiler_create().
...
Fixes leakage of the replacement elements in shader_signature_merge().
2023-06-19 22:44:07 +02:00
Zebediah Figura
df0a031ad8
vkd3d-shader/spirv: Retrieve input sysvals from the signature for geometry shaders as well.
...
This only affects clip and cull distances. The HLSL compiler emits these using
dcl_input, but the previous shader (vertex or TES) will write them as a SPIRV
builtin, and hence we want to read this as a SPIRV builtin as well.
This fixes validation errors in Wine's test_clip_distance().
2023-06-12 22:50:19 +02:00
Nikolay Sivov
d856be0519
vkd3d-shader/hlsl: Handle static constants in array size expressions.
2023-06-12 22:50:12 +02:00
Nikolay Sivov
99314b6340
vkd3d-shader/hlsl: Store static initialization instructions in a block.
2023-06-12 22:50:11 +02:00
Francisco Casas
5dee6561c2
vkd3d-shader/hlsl: Fold redundant casts again after lower narrowing casts.
...
lower_narrowing_casts() currently creates a new cast calling
hlsl_new_cast(). This cast may be redundant, but it is not folded, which
is making SM1 emit an unnecessary fixme in some shaders:
Aborting due to not yet implemented feature: SM1 "cast" expression.
Other passes that call hlsl_new_cast() are lower_int_division() and
lower_int_modulus(), so the new fold_redundant_casts() pass is called
after these as well.
2023-06-08 23:21:40 +02:00
Zebediah Figura
f34b107faf
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_constant().
2023-06-08 18:50:35 +02:00
Zebediah Figura
740b0ad807
vkd3d-shader/hlsl: Pass a hlsl_constant_value pointer to hlsl_new_constant().
2023-06-08 18:50:34 +02:00
Zebediah Figura
79f443d131
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_bit_or().
2023-06-08 18:50:32 +02:00
Zebediah Figura
1049f489bb
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_bit_and().
2023-06-08 18:50:31 +02:00
Zebediah Figura
a7a09ac5ef
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_bit_xor().
2023-06-08 18:50:30 +02:00
Zebediah Figura
974528cbe3
vkd3d-shader/hlsl: Only read used coordinates in encode_texel_offset_as_aoffimmi().
...
The V and W offsets may be uninitialized, which may spuriously trigger "out of range" errors.
2023-06-08 18:50:28 +02:00
Zebediah Figura
7b476573ff
vkd3d-shader/hlsl: Use the writemask to map the coords swizzle for load instructions.
...
Instead of modifying the swizzle after calling sm4_src_from_node().
This fixes the case where sm4_src_from_node() returns an immediate constant.
Fixes: a471c5567a
2023-06-08 18:50:26 +02:00
Francisco Casas
ebf7573571
vkd3d-shader/hlsl: Support non-constant vector indexing.
...
Non-constant vector indexing is not solved with relative addressing
in the register indexes because this indexation cannot be at the level
of register-components.
Mathematical operations must be used instead.
2023-06-07 20:48:59 +02:00
Francisco Casas
6cfa8cf859
vkd3d-shader/hlsl: Lower dot for non-float types.
2023-06-07 20:48:58 +02:00
Francisco Casas
441902bb85
vkd3d-shader/hlsl: Introduce transform_derefs().
2023-06-07 20:48:57 +02:00
Nikolay Sivov
82ddc6b417
vkd3d-shader/hlsl: Fix sampler type used for samplerCUBE.
2023-06-05 22:27:36 +02:00
Nikolay Sivov
ccad49d486
vkd3d-shader/d3d-asm: Fix 3D sampler declaration instruction name.
2023-06-05 22:27:33 +02:00
Giovanni Mascellani
7c360330d7
vkd3d-shader/tpf: Do not emit HLSL_IR_CONSTANT instructions.
...
Since constants are now inlined.
2023-05-29 20:21:29 +02:00
Giovanni Mascellani
a471c5567a
vkd3d-shader/tpf: Emit constant values inline.
2023-05-29 20:21:27 +02:00
Giovanni Mascellani
a7de09d418
vkd3d-shader/tpf: Move sm4_src_from_constant_value() above.
...
So that it can be used by sm4_src_from_node() in later commits.
2023-05-29 20:21:25 +02:00
Giovanni Mascellani
4ecd3af2af
vkd3d-shader/tpf: Use a semicolon to separate statements.
2023-05-29 20:21:23 +02:00
Nikolay Sivov
a2e85a8a76
vkd3d-shader/hlsl: Parse SampleCmpLevelZero() method.
2023-05-29 20:21:17 +02:00
Nikolay Sivov
c33219c97b
vkd3d-shader/tpf: Write out comparison mode sampler declarations and corresponding sampling instruction.
2023-05-29 20:21:16 +02:00
Nikolay Sivov
2fd3550ba6
vkd3d-shader/hlsl: Parse SampleCmp() method.
2023-05-29 20:21:14 +02:00
Nikolay Sivov
7c94705c54
vkd3d-shader/hlsl: Parse SamplerComparisonState objects.
2023-05-29 20:21:11 +02:00
Nikolay Sivov
efe107d231
vkd3d-shader/hlsl: Use a function table for object methods handlers.
2023-05-29 20:21:10 +02:00
Nikolay Sivov
87cd3f872b
vkd3d-shader/hlsl: Move object type checks to methods handlers.
2023-05-29 20:21:07 +02:00
Jan Sikorski
bb680e73de
vkd3d-shader/spirv: Ensure that the OpLabel emitted vkd3d_spirv_builder_begin_main_function() gets terminated.
2023-05-26 19:11:55 +02:00
Zebediah Figura
b453a0acd6
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_abs().
2023-05-26 19:11:46 +02:00
Zebediah Figura
c805eb1191
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_min().
2023-05-26 19:11:44 +02:00
Zebediah Figura
aa82f61ef3
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_max().
2023-05-26 19:11:42 +02:00
Zebediah Figura
ad0ab664d2
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_mod().
2023-05-26 19:11:39 +02:00
Zebediah Figura
c8b7dbebe4
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_div().
2023-05-26 19:11:36 +02:00
Henri Verbeet
133421a38c
vkd3d: Avoid redundantly initialising "descriptors" in d3d12_desc_flush_vk_heap_updates_locked().
...
As pointed out by Andrey Gusev.
2023-05-26 19:11:26 +02:00
Conor McCarthy
f4778b727d
vkd3d-shader/spirv: Use the register index count in shader_register_clone_relative_addresses().
2023-05-26 19:11:15 +02:00
Conor McCarthy
4a64cf74c3
vkd3d-shader/spirv: Use the register index count in I/O relative address assertions.
2023-05-26 19:11:07 +02:00
Conor McCarthy
06dd0ccd4c
vkd3d-shader/spirv: Use the register index count in I/O register assertions.
2023-05-26 19:11:03 +02:00
Conor McCarthy
178a7677e2
vkd3d-shader/spirv: Use the register index count in shader_register_get_io_indices().
2023-05-26 19:11:02 +02:00
Conor McCarthy
d46250a59b
vkd3d-shader/spirv: Use the register index count in default register dereferences.
2023-05-26 19:11:00 +02:00
Conor McCarthy
a2b3f70d8e
vkd3d-shader/spirv: Use the register index count in aggregate register dereferences.
2023-05-26 19:10:58 +02:00
Conor McCarthy
ad08864134
vkd3d-shader/spirv: Use the register index count in spirv_compiler_get_register_name().
2023-05-26 19:10:56 +02:00
Conor McCarthy
b3927726cc
vkd3d-shader/spirv: Use the register index count in non-I/O variable registers in vkd3d_symbol_make_register().
2023-05-26 19:10:54 +02:00
Conor McCarthy
ec5f195b6b
vkd3d-shader/spirv: Use the register index count in I/O registers in vkd3d_symbol_make_register().
2023-05-26 19:10:52 +02:00
Conor McCarthy
532fe01818
vkd3d-shader/spirv: Set the register index count in spirv_compiler_emit_default_control_point_phase().
2023-05-26 19:10:49 +02:00
Conor McCarthy
9c6040df02
vkd3d-shader/spirv: Set the register index count in spirv_compiler_emit_dcl_indexable_temp().
2023-05-26 19:10:47 +02:00
Conor McCarthy
bf1ecc0f60
vkd3d-shader/spirv: Set the register index count in spirv_compiler_emit_hull_shader_builtins().
2023-05-26 19:10:33 +02:00
Conor McCarthy
7e58511b76
vkd3d-shader/spirv: Set the register index count in spirv_compiler_get_invocation_id().
2023-05-26 19:10:30 +02:00
Ethan Lee
ea7d8c65bd
vkd3d-shader/tpf: Add support for emitting sample_l instructions.
...
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
2023-05-24 22:00:41 +02:00
Conor McCarthy
6835e8176f
vkd3d-shader/ir: Normalise signatures and input/output registers to the Shader Model 6 pattern.
...
In Shader Model 6 each signature element can span a range of register
indices, or 'rows', and system values do not share a register index with
non-system values. Inputs and outputs are referenced by element index
instead of register index. This patch merges multiple signature elements
into a single element under the following conditions:
- The register index in a load or store is specified dynamically by
including a relative address parameter with a base register index. The
dcl_index_range instruction is used to identify these.
- A register declaration is split across multiple elements which declare
different components of the register.
- A patch constant function writes tessellation factors. These are an
array in SPIR-V, but in SM 5.x each factor is declared as a separate
register, and these are dynamically indexed by the fork/join instance
id. Elimination of multiple fork/join phases converts the indices to
constants, but merging the signature elements into a single arrayed
element matches the SPIR-V output.
All references to input/output register indices are converted to element
indices. If a relative address is present, the element index is moved up
a slot so it cannot be confused with a constant offset. Existing code
only handles register index relative addressing for tessellation factors.
This patch adds generic support for it.
2023-05-24 22:00:29 +02:00
Conor McCarthy
110e48e54d
vkd3d-shader/ir: Eliminate struct vkd3d_shader_normaliser.
2023-05-24 22:00:28 +02:00
Conor McCarthy
31682c52c7
vkd3d-shader/spirv: Support emitting multi-dimensional array variables.
2023-05-24 22:00:27 +02:00
Francisco Casas
e060773c19
vkd3d-shader/hlsl: Extend the liveness of nodes produced outside loops.
...
Otherwise, it is possible that the register used by the temp is
overridden by a subsequent instruction within the same loop.
2023-05-24 22:00:21 +02:00
Zebediah Figura
855bb71f6d
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_nequal().
2023-05-23 21:08:22 +02:00
Zebediah Figura
d565caafb5
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_mul().
2023-05-23 21:08:21 +02:00
Zebediah Figura
623cd94997
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_add().
2023-05-23 21:08:20 +02:00
Zebediah Figura
7d9b24fe11
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_neg().
2023-05-23 21:08:19 +02:00
Zebediah Figura
eb04829e66
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_cast().
2023-05-23 21:08:17 +02:00
Ethan Lee
24d4ab7fb3
vkd3d-shader/hlsl: Add support for SampleGrad() method.
...
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
2023-05-23 21:07:49 +02:00
Nikolay Sivov
cf8cacd336
vkd3d-shader/hlsl: Improve UAV format type checking for buffer types.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-05-22 22:03:27 +02:00
Nikolay Sivov
cff22ecde8
vkd3d-shader/hlsl: Add support for writing RWStructuredBuffer declarations.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-05-22 22:03:26 +02:00
Nikolay Sivov
3de824bfd8
vkd3d-shader/hlsl: Add support for RWBuffer object.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-05-22 22:03:24 +02:00
Nikolay Sivov
44a90f5d41
vkd3d-shader: Fix dcl_uav_typed_* formatting.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-05-22 22:03:24 +02:00
Ethan Lee
fb9328d030
vkd3d-shader/hlsl: Fold constant integral abs().
...
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
2023-05-22 22:03:18 +02:00
Nikolay Sivov
dfa0076473
vkd3d-shader/hlsl: Add support for sample index argument in Load().
2023-05-22 22:03:12 +02:00
Nikolay Sivov
dc41444941
vkd3d-shader/hlsl: Convert ternary operator true/false values to a common type.
2023-05-09 21:51:46 +02:00
Conor McCarthy
be4a71da7d
vkd3d-shader/tpf: Validate input and output index ranges for default control point phases.
2023-05-09 21:51:33 +02:00
Conor McCarthy
3e50c4d13b
vkd3d-shader/tpf: Remove an unnecessary carriage return from a parser error message.
2023-05-09 21:51:32 +02:00
Conor McCarthy
6dd1b01284
vkd3d-shader/tpf: Validate index range declarations.
2023-05-09 21:51:31 +02:00
Conor McCarthy
d565fbdcd6
vkd3d-shader/tpf: Validate input/output registers.
2023-05-09 21:51:29 +02:00
Conor McCarthy
2166088b0b
vkd3d-shader/tpf: Validate signature element masks.
2023-05-09 21:51:28 +02:00
Conor McCarthy
b8e6482365
vkd3d-shader/tpf: Validate signature element register indices.
2023-05-09 21:51:19 +02:00
Conor McCarthy
adf7db021c
vkd3d-shader/tpf: Validate input/output register index counts.
2023-05-09 21:51:17 +02:00
Zebediah Figura
b1bc4044ae
vkd3d-shader/hlsl: Use %option nodefault in the lexer.
2023-05-09 21:51:09 +02:00
Zebediah Figura
600fdcd112
vkd3d-shader/hlsl: Lex invalid characters in #line directives.
...
Avoid letting them fall through to the default rule.
2023-05-09 21:51:08 +02:00
Zebediah Figura
7b8845474d
vkd3d-shader/preproc: Use %option nodefault in the lexer.
2023-05-09 21:51:06 +02:00
Zebediah Figura
871cf0b4b5
vkd3d-shader/preproc: Ignore newlines in C comments.
...
Avoid letting them fall through to the default rule.
2023-05-09 21:51:05 +02:00
Zebediah Figura
ddbfd88e74
vkd3d-shader/preproc: Lex whitespace and invalid characters in #include and #line directives.
...
Avoid letting them fall through to the default rule.
A syntax error will be emitted by the parser.
2023-05-09 21:51:01 +02:00
Zebediah Figura
da7670f7c8
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from add_conditional().
2023-05-09 21:50:37 +02:00
Zebediah Figura
39bbac3cca
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_uint_constant().
2023-05-09 21:50:36 +02:00
Zebediah Figura
b991f98e2f
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_swizzle().
2023-05-09 21:50:35 +02:00
Zebediah Figura
306ae40696
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_store_index().
2023-05-09 21:50:34 +02:00
Zebediah Figura
29a2b87f54
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_simple_store().
2023-05-09 21:50:33 +02:00
Zebediah Figura
145a2dfd2d
vkd3d-shader/hlsl: Return bool from hlsl_new_store_component().
2023-05-09 21:50:31 +02:00
Francisco Casas
fd38c58112
vkd3d-shader/hlsl: Introduce hlsl_calloc().
...
This is just a wrapper of vkd3d_calloc(), that has the advantage of
checking for multiplication overflow.
2023-05-08 20:24:15 +02:00
Francisco Casas
ef7cf9b1ad
vkd3d-shader/hlsl: Support resource arrays when writting SM4.
...
The new fixmes can be triggered in presence of object components within
structs (for SM5).
In shaders such as this one:
struct apple
{
Texture2D tex : TEX;
float4 color : COLOR;
};
float4 main(struct apple input) : sv_target
{
return input.tex.Load(int3(1, 2, 3));
}
Or this one:
struct
{
Texture2D tex;
float4 color;
} s;
float4 main() : sv_target
{
return s.tex.Load(int3(1, 2, 3));
}
2023-05-08 20:24:15 +02:00
Francisco Casas
a91e6d4563
vkd3d-shader/hlsl: Write resource loads in SM1.
2023-05-08 20:24:15 +02:00
Francisco Casas
96c844ffb8
vkd3d-shader/hlsl: Write sampler declarations in SM1.
2023-05-08 20:24:15 +02:00
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
Conor McCarthy
f039c86aac
vkd3d: Create smaller UAV-only descriptor pools in the allocator if Vulkan-backed heaps are enabled.
...
In this case d3d12_command_allocator_allocate_descriptor_set() is
only called for clearing UAVs. This helps on platforms with limited
descriptor maximum counts.
2023-05-08 20:22:02 +02:00
Nikolay Sivov
7516adeeae
vkd3d-shader/hlsl: Add support for fmod() intrinsic.
2023-05-08 20:21:52 +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
Conor McCarthy
a0a18b1620
vkd3d-shader: Introduce an internal shader signature structure.
...
A register count is required for Shader Model 6 signatures, including
those normalised from earlier models.
2023-05-03 21:12:07 +02:00
Conor McCarthy
5ae068168c
vkd3d-shader/tpf: Return an error from vkd3d_shader_sm4_parser_create() if the parser failed.
2023-05-03 21:12:06 +02:00
Conor McCarthy
85eb231492
vkd3d-shader/d3dbc: Return an error from vkd3d_shader_sm1_parser_create() if the parser failed.
2023-05-03 21:12:03 +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
Conor McCarthy
e2dac061e2
vkd3d: Do not reset the descriptor heap count unless full or the command list is reset.
...
The same heaps must be flushed again if the command list is executed again
without a reset.
2023-05-02 20:46:23 +02:00
Nikolay Sivov
87037d3748
vkd3d-shader/hlsl: Implement asfloat().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-05-02 20:46:16 +02:00
Nikolay Sivov
7d41cf4440
vkd3d-shader/hlsl: Partially implement static expressions evaluation.
2023-05-02 20:46:08 +02:00
Zebediah Figura
6de904b448
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_resource_store().
2023-05-02 20:46:03 +02:00
Zebediah Figura
3cc18f1e9f
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_resource_load().
2023-05-02 20:46:02 +02:00
Zebediah Figura
8485b2ee95
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_loop().
2023-05-02 20:46:00 +02:00
Zebediah Figura
3ca9656e84
vkd3d-shader/hlsl: Pass an hlsl_block pointer to hlsl_new_loop().
2023-05-02 20:45:59 +02:00
Zebediah Figura
e848c57b46
vkd3d-shader/hlsl: Reuse the "init" instruction list if possible in create_loop().
2023-05-02 20:45:57 +02:00
Henri Verbeet
3f8aa0e272
vkd3d-shader/d3d-asm: Rename trace.c to d3d_asm.c.
2023-05-02 20:45:33 +02:00