Giovanni Mascellani
32746c664d
vkd3d-shader/ir: Validate DMIN instructions.
2025-06-23 18:07:09 +02:00
Giovanni Mascellani
2f4038bae7
vkd3d-shader/ir: Validate DMAX instructions.
2025-06-23 18:07:09 +02:00
Giovanni Mascellani
bd4681622d
vkd3d-shader/ir: Validate DLT instructions.
2025-06-23 18:07:09 +02:00
Giovanni Mascellani
dc33622919
vkd3d-shader/ir: Validate DIV instructions.
2025-06-23 18:07:09 +02:00
Giovanni Mascellani
666eb98ab6
vkd3d-shader/ir: Validate DGEO instructions.
2025-06-23 18:06:20 +02:00
Giovanni Mascellani
227df56c6c
vkd3d-shader/ir: Validate DFMA instructions.
2025-06-23 18:00:55 +02:00
Giovanni Mascellani
2b922e6b8e
vkd3d-shader/ir: Validate DDIV instructions.
2025-06-23 18:00:55 +02:00
Giovanni Mascellani
ead690a17a
vkd3d-shader/ir: Validate DADD instructions.
2025-06-23 18:00:55 +02:00
Henri Verbeet
be2c8041d0
vkd3d-shader/d3dbc: Use TAG_CTAB in d3dbc_compile().
2025-06-23 18:00:34 +02:00
Henri Verbeet
e5bf48a2ba
vkd3d-shader/spirv: Do not require VKD3D_SHADER_BINDING_FLAG_IMAGE for sampler descriptors.
2025-06-23 18:00:10 +02:00
Francisco Casas
83979ec07a
tests/hlsl: Fix up point-sprite.shader_test.
...
Write the shaders so that texcoord's register index in the vertex output
signature matches the register index in the pixel input signature
(o0 and v0 in this case) in SM4.
2025-06-23 17:59:20 +02:00
Francisco Casas
2e0cbff3a0
vkd3d-shader/hlsl: Allocate return variables before other outputs.
...
point-sprite.shader_test is not technically well formed since, in SM4,
the vertex output signature should be:
// Output signature:
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// sv_position 0 xyzw 0 POS float xyzw
// texcoord 0 xy 1 NONE float xy
and the pixel input signature should be:
// Input signature:
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// texcoord 0 xy 0 NONE float xy
so we are not passing "texcoord" properly to the pixel shader, even on
Windows.
2025-06-23 17:56:40 +02:00
Francisco Casas
e0359c5299
tests/hlsl: Test the allocation order of return semantics.
2025-06-23 17:53:03 +02:00
Francisco Casas
cf726cf521
tests/shader_runner_d3d12: Handle the "bug" qualifier on state creation failure.
2025-06-23 17:50:37 +02:00
Henri Verbeet
46265061c3
vkd3d-shader/msl: Implement VKD3DSIH_SAMPLE_GRAD.
2025-06-23 17:48:07 +02:00
Henri Verbeet
db89687807
vkd3d-shader/msl: Implement VKD3DSIH_SAMPLE_C_LZ
2025-06-23 17:48:07 +02:00
Henri Verbeet
f30510a9b3
vkd3d-shader/msl: Implement VKD3DSIH_SAMPLE_C.
2025-06-23 17:48:07 +02:00
Henri Verbeet
0c8bc0f42c
vkd3d-shader/msl: Implement VKD3DSIH_SAMPLE_B.
2025-06-23 17:48:07 +02:00
Henri Verbeet
af8b3f94e7
vkd3d-shader/msl: Implement VKD3DSIH_SAMPLE.
2025-06-23 17:48:07 +02:00
Elizabeth Figura
d5237ec1cc
vkd3d-shader/hlsl: Output SSA registers where possible.
2025-06-23 17:44:11 +02:00
Elizabeth Figura
288020bce8
vkd3d-shader/ir: Allocate SSA registers to temps.
2025-06-23 17:39:12 +02:00
Elizabeth Figura
7b9d04fff8
vkd3d-shader/ir: Track liveness in the SSA allocator.
2025-06-23 17:34:28 +02:00
Elizabeth Figura
5e4c61eba6
vkd3d-shader/ir: Introduce a stub SSA to temp allocation pass.
2025-06-23 17:32:59 +02:00
Elizabeth Figura
34dbd60e01
vkd3d-shader/hlsl: Add a register type field to struct hlsl_reg.
...
This will be used for temps. After moving temp allocation to vsir, some of these
will be VKD3DSPR_SSA, and some will not.
2025-06-23 17:28:40 +02:00
Conor McCarthy
9d490b83d4
vkd3d-shader/dxil: Add a null check for the type when validating non-void operands.
2025-06-19 20:45:28 +02:00