Nikolay Sivov
2e40154801
vkd3d-shader/fx: Use the correct field indices when writing structure default values.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com >
2025-05-24 21:27:01 +02:00
Nikolay Sivov
a06ecb6867
vkd3d-shader/fx: Use the correct value range for bool initializers.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com >
2025-05-24 21:24:59 +02:00
Nikolay Sivov
11d4fcff46
vkd3d-shader/fx: Handle nameless structure types.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com >
2025-05-24 21:19:42 +02:00
Shaun Ren
a4e43402e5
vkd3d-shader/hlsl: Support void pass-through hull shader control point functions.
2025-05-24 21:13:00 +02:00
Shaun Ren
e7b2ca28ab
vkd3d-shader/hlsl: Fix the register string for patch arrays in debug_register().
2025-05-24 21:03:56 +02:00
Elizabeth Figura
f5e0c47811
vkd3d-shader/ir: Use add_signature_element() to add clip planes.
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In particular, ensure that the semantic name is not NULL. This is necessary to
avoid a crash when a later pass using vsir_signature_find_element_by_name(),
e.g. vsir_program_insert_vertex_fog(), iterates over the signature including the
new element.
2025-05-24 21:02:17 +02:00
Giovanni Mascellani
3fb662c9e7
tests/hlsl: Remove some tests from minimum-precision.shader_test.
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Most of them fail on any native implementation I can put my hands
on, including the CI. Equivalent, but hopefully better, tests
were added to arithmetic-uint.shader_test and
arithmetic-int-uniform.shader_test.
2025-05-24 21:00:32 +02:00
Giovanni Mascellani
cb1ee9cdd5
tests/hlsl: Test minimum precision 16-bit signed integers.
2025-05-24 20:59:34 +02:00
Giovanni Mascellani
a477502a05
tests/hlsl: Test minimum precision 16-bit unsigned integers.
2025-05-24 20:57:42 +02:00
Giovanni Mascellani
fdc173506e
tests/hlsl: Test minimum precision stride in constant buffers.
2025-05-24 20:54:42 +02:00
Giovanni Mascellani
bd6dbd096f
vkd3d-shader/dxil: Reimplement aggregate indexing using specialized value types.
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As opposed to just touching the vsir register description, which
should be removed soon.
2025-05-24 20:44:45 +02:00
Giovanni Mascellani
6a85df013b
vkd3d-shader/dxil: Pass a reference to the SM6 parser to sm6_register_from_value().
2025-05-24 20:44:45 +02:00
Giovanni Mascellani
b0940729ff
vkd3d-shader/dxil: Pass a reference to the SM6 parser to src_param_init_from_value().
2025-05-24 20:44:45 +02:00
Giovanni Mascellani
6b9df6b7a5
vkd3d-shader/dxil: Pass a reference to the SM6 parser to src_params_init_from_operands().
2025-05-24 20:44:45 +02:00
Henri Verbeet
fe747b065f
vkd3d-shader: Also output vkd3d_shader_vnote() messages using WARN.
2025-05-24 20:41:39 +02:00
Henri Verbeet
ef3e10a14e
vkd3d-shader: Also output vkd3d_shader_vwarning() messages using WARN.
2025-05-24 20:41:39 +02:00
Henri Verbeet
9156de0593
vkd3d-shader: Also output vkd3d_shader_verror() messages using WARN.
2025-05-24 20:41:39 +02:00
Shaun Ren
4eab50755e
tests: Test signature reflection for geometry shader outputs.
2025-05-24 20:38:36 +02:00
Shaun Ren
a58b1f7011
vkd3d-shader/hlsl: Implement output semantics for geometry shaders.
2025-05-24 20:38:36 +02:00
Shaun Ren
18ec4caded
vkd3d-shader/tpf: Read the DCL_OUTPUT_SGV instruction.
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Introduce VSIR op VKD3DSIH_DCL_OUTPUT_SGV.
2025-05-24 20:38:36 +02:00
Henri Verbeet
a93d258a86
Release 1.16.
vkd3d-1.16
2025-05-20 11:35:48 +02:00
Henri Verbeet
379b297d2c
build: Add the Objective-C API JSON to the distribution.
2025-05-15 14:13:07 +02:00
Henri Verbeet
07d8fe0462
build: Add the SPIR-V grammar JSON to the distribution.
2025-05-15 14:13:07 +02:00
Giovanni Mascellani
129b3a8c4b
tests: Check that shader-visible descriptor heaps have a valid GPU descriptor handle start.
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We currently check that non-shader-visible heaps have a NULL
handle, but that doesn't seem to be guaranteed: beside WARP, also
NVIDIA drivers still return a valid pointer. And that's a pretty
useless check anyway; rather, check that shader-visible heaps
have a valid pointer, which is more interesting.
2025-05-15 14:11:10 +02:00
Giovanni Mascellani
1aa33ebc80
tests: Allow creating GPU upload heaps.
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They are write-combine heaps on L1 memory, and were introduced
recently in Direct3D 12.
2025-05-15 14:10:53 +02:00