Commit Graph

6648 Commits

Author SHA1 Message Date
Elizabeth Figura
a492d64fef vkd3d-shader/ir: Allow controlling point sprite through a parameter. 2024-10-22 19:14:02 +02:00
Nikolay Sivov
8a3fe9cd1e vkd3d-shader/fx: Implement parsing groups and techniques.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-21 18:23:33 +02:00
Giovanni Mascellani
ae772d40cf vkd3d: Disable push descriptors when that's helpful to stay within 8 descriptor sets. 2024-10-21 18:22:15 +02:00
Giovanni Mascellani
3bf114f3c3 vkd3d/device: Trace which descriptor heap implementation is being used.
The descriptor heap implementation is a rather central behavior element
in vkd3d, so it's useful to have all the relevant information logged
in a single place.
2024-10-21 18:22:15 +02:00
Giovanni Mascellani
ed4d45355a vkd3d-shader/ir: Represent the normalisation level with an enumeration. 2024-10-21 18:21:39 +02:00
Giovanni Mascellani
9f3b21cc78 tests: Mark latching the predicated value as todo on llvmpipe.
Vulkan doesn't mandate whether the predicated value should be latched
when beginning the predicated section or re-read at each operation.
2024-10-21 18:20:38 +02:00
Giovanni Mascellani
1301014b28 tests: Mark creating an 8x MSAA render target as buggy on llvmpipe. 2024-10-21 18:20:38 +02:00
Giovanni Mascellani
3c86094371 tests: Mark a sampling test as buggy on llvmpipe.
Vulkan doesn't mandate whether sampling exactly in the middle between
two levels should resolve to one or the other, while D3D specifies
that it should result into sampling the higher level. llvmpipe
happens to choose the lower one instead, at least in some cases.
2024-10-21 18:20:38 +02:00
Shaun Ren
773e1bbeae tests: Test signature reflection for domain shaders. 2024-10-21 18:19:33 +02:00
Shaun Ren
abed6d9cb7 vkd3d-shader/tpf: Implement semantics for domain shaders. 2024-10-21 18:18:25 +02:00
Shaun Ren
0273ff007b vkd3d-shader/tpf: Write domain shader declarations. 2024-10-21 18:18:00 +02:00
Shaun Ren
26efba30b4 vkd3d-shader/tpf: Use vpc input registers for domain shaders. 2024-10-21 18:17:06 +02:00
Shaun Ren
2b897296a1 vkd3d-shader/tpf: Write the input signature of domain shaders as PCSG. 2024-10-21 18:16:50 +02:00
Shaun Ren
768b19d410 vkd3d-shader/ir: Validate control point counts correctly.
Allow zero input control points for domain shaders, and zero output
control points for hull shaders.
2024-10-21 18:10:13 +02:00
Shaun Ren
976fe27836 vkd3d-utils: Return correct use masks during reflection. 2024-10-21 18:09:39 +02:00
Shaun Ren
7408ab145a vkd3d-utils: Implement version reflection. 2024-10-21 18:09:06 +02:00
Giovanni Mascellani
a3b8aaf679 vkd3d: Allow overriding the device capabilities. 2024-10-21 18:06:06 +02:00
Giovanni Mascellani
03ad04c890 vkd3d-shader/ir: Validate OUTCONTROLPOINT registers. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
1e86f00247 vkd3d-shader/ir: Validate INCONTROLPOINT registers. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
a4ab53ab7b vkd3d-shader/ir: Validate PATCHCONST registers. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
62d5bc91f5 vkd3d-shader/ir: Validate OUTPUT registers. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
349fdd0843 vkd3d-shader/ir: Validate INPUT registers. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
d9508558a9 vkd3d-shader: Keep track of whether programs have normalised hull shader control point I/O. 2024-10-17 17:34:55 +02:00
Giovanni Mascellani
eba8fd4720 vkd3d-shader: Keep track of whether programs have normalised I/O. 2024-10-17 17:34:55 +02:00
Nikolay Sivov
7ae1284c16 vkd3d-compiler: Add missing 'fx' source type to the CLI output.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-17 17:32:54 +02:00
Nikolay Sivov
071130b944 vkd3d-shader/fx: Add support for tracing annotations.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-17 17:32:54 +02:00
Giovanni Mascellani
ca309e439a ci: Test DXIL shaders on macOS.
This unfortunately introduces a lot of failures, because it turns
out there is still work to do there. But at least we can
estimate how bad we're doing.
2024-10-17 17:31:22 +02:00
Giovanni Mascellani
19c699870b ci: Build the DirectX shader compiler for macOS. 2024-10-17 17:31:22 +02:00
Giovanni Mascellani
7c3f424a97 ci: Stop building widl for the macOS image. 2024-10-17 17:31:22 +02:00
Giovanni Mascellani
2b84e30e26 ci: Use widl from the mingw-w64 brew package on macOS. 2024-10-17 17:31:22 +02:00
Giovanni Mascellani
51cdb74061 ci: Remove the tart username and password environment variables.
They're not really needed, the runner already handles login
properly.
2024-10-17 17:31:22 +02:00
Elizabeth Figura
eeb7bbe3c5 vkd3d-shader/hlsl: Handle error expressions in ternary expressions. 2024-10-17 17:28:52 +02:00
Elizabeth Figura
d95962068a vkd3d-shader/hlsl: Handle error expressions in initializers. 2024-10-17 17:28:52 +02:00
Elizabeth Figura
dfe79cb6a9 vkd3d-shader/hlsl: Factor the component count check into initialize_var(). 2024-10-17 17:28:52 +02:00
Elizabeth Figura
d8892a4ca2 vkd3d-shader/hlsl: Store the initializer location in struct parse_initializer. 2024-10-17 17:28:52 +02:00
Elizabeth Figura
44ea7b5e12 vkd3d-shader/hlsl: Factor out an initialize_var() helper. 2024-10-17 17:28:52 +02:00
Giovanni Mascellani
e411fcb60e tests: Test discontiguous signature masks with SM<4 shaders. 2024-10-17 17:28:52 +02:00
Giovanni Mascellani
0e43dea42d vkd3d-shader/ir: Check that signature masks are contiguous. 2024-10-17 17:28:52 +02:00
Giovanni Mascellani
083b87c712 vkd3d-shader/d3dbc: Make signature masks contiguous.
The goal is to make a requirement for VSIR that signature element
masks are always contiguous. The SPIR-V backend already implicitly
makes that assumption, since it just consider the LSB and popcount
of the mask.

For example, consider this HLSL pixel shader:

    float4 main(float4 color : COLOR) : SV_Target
    {
        return float4(color.x, 10.0f, 11.0f, color.w);
    }

Currently the parser describes the input signature element
corresponding to semantic COLOR as having mask .xw, which is
sensible. However, the SPIR-V parser will interpret that as
a mask starting at x and with popcount 2, and assuming it is
contiguous it will implicitly act as if it were .xy. This is
not correct, because the wrong component will be loaded from
the vertex stage.
2024-10-17 17:28:52 +02:00
Henri Verbeet
8943999bd2 vkd3d: Slightly simplify the SRV/UAV logic in vk_write_descriptor_set_from_d3d12_desc(). 2024-10-17 17:28:52 +02:00
Conor McCarthy
bfaab9700d vkd3d: Lay out virtual descriptor heap buffer and image bindings consecutively instead of interleaving them.
Slightly simplifies descriptor write addressing, and makes layouts
essentially the same as array layouts, differing only in the binding
details, and therefore easier to understand. This also simplifies the
addition of storage buffer bindings, which can all be added onto the end.
2024-10-17 17:28:46 +02:00
Giovanni Mascellani
0b8a53d75d vkd3d: Create Vulkan bindings in d3d12_root_signature_append_vk_binding(). 2024-10-17 17:23:04 +02:00
Conor McCarthy
74da9ed6fe vkd3d: Create a separate Vulkan descriptor binding array for each descriptor set.
Allows descriptor set layouts to be created after all bindings are
mapped. This is less complex and fragile than the current scheme, and in
a future patch it will support separating descriptor types into different
sets. Descriptors on virtual heaps are currently allocated from pools
which contain an equal number of each descriptor type used by vkd3d, and
this can waste a significant amount of device memory.
2024-10-17 17:23:04 +02:00
Giovanni Mascellani
b5c56a50b5 vkd3d: Use vk_binding_array_add_binding() in d3d12_root_signature_init_root_descriptors(). 2024-10-17 17:23:04 +02:00
Giovanni Mascellani
3aec841a9f vkd3d: Use vk_binding_array_add_binding() in d3d12_root_signature_init_static_samplers(). 2024-10-17 17:23:04 +02:00
Giovanni Mascellani
416ce575f6 vkd3d: Introduce a helper function to add bindings to struct vk_binding_array. 2024-10-17 17:23:04 +02:00
Conor McCarthy
eca344ff56 vkd3d: Introduce a separate structure for storing Vulkan descriptor binding arrays. 2024-10-17 17:23:04 +02:00
Conor McCarthy
3f98ca53ca vkd3d: Access the current range via the declared pointer in d3d12_root_signature_init_root_descriptor_tables(). 2024-10-17 17:23:04 +02:00
Conor McCarthy
b092fcfc46 tests/d3d12: Test buffer and texture SRVs in test_unbounded_resource_arrays().
On virtual heaps, SRV/UAV unbounded ranges are implemented using two
descriptor sets, one for buffers and another for textures, and this case
should be tested.
2024-10-17 17:23:04 +02:00
Giovanni Mascellani
c89e547e3e ci: Use the macOS image from the master vkd3d repository.
The current URL is from my own testing repository and it's not
meant for general use.
2024-10-16 21:40:58 +02:00