Commit Graph

6618 Commits

Author SHA1 Message Date
Henri Verbeet
a214e96cf8 vkd3d-shader/tpf: Use enum vkd3d_sm4_data_type in sm4_resource_format(). 2024-09-04 18:42:26 +02:00
Henri Verbeet
b61675d0f3 vkd3d-shader/tpf: Use enum vkd3d_shader_component_type in write_sm4_signature(). 2024-09-04 18:40:56 +02:00
Shaun Ren
c1babbc8aa vkd3d-shader/hlsl: Validate hull shader attributes. 2024-09-04 18:30:04 +02:00
Shaun Ren
6c1dc53d15 vkd3d-shader/hlsl: Parse the patchconstantfunc attribute. 2024-09-04 18:30:04 +02:00
Shaun Ren
41cb29c4c8 vkd3d-shader/hlsl: Parse the partitioning attribute. 2024-09-04 18:28:59 +02:00
Shaun Ren
615ffb823b vkd3d-shader/hlsl: Parse the outputtopology attribute. 2024-09-04 18:28:57 +02:00
Shaun Ren
dae88bab52 vkd3d-shader/hlsl: Parse the outputcontrolpoints attribute. 2024-09-04 18:28:46 +02:00
Shaun Ren
4dfd682446 vkd3d-shader/hlsl: Parse the domain attribute. 2024-09-04 18:21:15 +02:00
Shaun Ren
51e9b05fe5 vkd3d-shader/hlsl: Introduce parse_entry_function_attributes() helper. 2024-09-04 18:18:23 +02:00
Shaun Ren
62fad1c185 tests: Test hull shader function overloads. 2024-09-04 18:18:23 +02:00
Shaun Ren
ed1e74dd62 tests: Test hull shader attributes. 2024-09-04 18:18:23 +02:00
Shaun Ren
73ee5a135a vkd3d-shader/hlsl: Check for duplicate attributes in function declaration. 2024-09-04 18:18:23 +02:00
Petrichor Park
855b9713b8 vkd3d-shader/hlsl: Implement the sincos() intrinsic. 2024-09-04 18:16:37 +02:00
Petrichor Park
384810b4ba vkd3d-shader/hlsl: Implement the dst() intrinsic. 2024-09-04 18:08:24 +02:00
Francisco Casas
7ec44bd70b vkd3d-shader/hlsl: Parse the CompileShader() syntax. 2024-09-04 17:59:34 +02:00
Francisco Casas
45f18a7838 vkd3d-shader/hlsl: Parse the shader 'compile' syntax.
The hlsl_ir_compile node is introduced to represent the "compile"
syntax, and later the CompileShader() and ConstructGSWithSO()
constructs.

It basically represents a function call that remembers its arguments
using hlsl_srcs and keeps its own instruction block, which is discarded
when working on non-effect shaders.

For shader compilations it can be asserted that args_count is 1, and
that this argument (and the last node in hlsl_ir_effect_call.instrs)
is a regular hlsl_ir_call pointing to the declaration of the function
to be compiled.
2024-09-04 17:58:56 +02:00
Francisco Casas
379cd9b7b5 vkd3d-shader/hlsl: Save hlsl_ir_swizzles in the vsir_program for SM1. 2024-09-04 17:51:32 +02:00
Francisco Casas
b46eac35c0 vkd3d-shader/hlsl: Save hlsl_ir_stores in the vsir_program for SM1. 2024-09-04 17:51:32 +02:00
Francisco Casas
9aace1ac4e vkd3d-shader/hlsl: Save hlsl_ir_loads in the vsir_program for SM1. 2024-09-04 17:51:32 +02:00
Francisco Casas
23e3ec84f7 vkd3d-shader/hlsl: Save hlsl_ir_constants in the vsir_program for SM1. 2024-09-04 17:51:30 +02:00
Francisco Casas
a61846c28a vkd3d-shader/hlsl: Store SM1 sampler dcls on the vsir_program. 2024-09-04 17:47:47 +02:00
Francisco Casas
9a564872c5 vkd3d-shader/hlsl: Store SM1 constant dcls on the vsir_program. 2024-09-04 17:44:46 +02:00
Francisco Casas
7abf3c3a37 vkd3d-shader/hlsl: Introduce hlsl_ir_vsir_instruction_ref.
This node type will be deleted once the hlsl->vsir->d3dbc translation is
complete. For now it serves the purpose of allowing to keep both real
hlsl_ir_nodes and vsir_instructions in the hlsl_block, until all the
former can be translated into the latter.
2024-09-04 16:49:00 +02:00
Anna (navi) Figueiredo Gomes
3d8fc1a467 vkd3d-shader/spirv: Break long assembly lines.
Avoid overflowing the (Wine) debug log buffer when output lines are too
long, and keep spirv-text output more legible. The output is still valid
SPIR-V asm, as the assembler does not care for which kind of whitespace
is used.
2024-09-03 17:06:20 +02:00
Victor Chiletto
a39227c79c vkd3d-shader/hlsl: Fold logic AND and logic OR identities. 2024-09-03 15:11:16 +02:00
Elizabeth Figura
d507acb5ac vkd3d-utils: Do not emit implicit truncation warnings from D3DCompile2VKD3D() before version 42. 2024-09-03 15:07:36 +02:00
Elizabeth Figura
8515fcbc70 vkd3d-utils: Add a D3DCompile2VKD3D() that allows configuring DLL version.
This would allow us to use vkd3d-utils directly in Wine [with the exception of
D3D_COMPILE_STANDARD_FILE_INCLUDE, but we can simply pass the ID3DInclude object
to D3DCompile2VKD3D().]
2024-09-03 15:06:29 +02:00
Nikolay Sivov
6d28cc131b vkd3d-shader/fx: Fix the unpacked size and stride fields of the fx_4_0 types.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-02 19:14:59 +02:00
Nikolay Sivov
9673b660d4 vkd3d-shader/fx: Expand BlendState array fields for fx_4_1 as well.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-02 19:14:59 +02:00
Nikolay Sivov
1ed4543007 vkd3d-shader/fx: Only add numeric variables when writing buffers.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-02 19:14:59 +02:00
Nikolay Sivov
ee2da76e6d vkd3d-shader/fx: Set structure field offsets in bytes.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-02 19:14:59 +02:00
Henri Verbeet
7a74e79f2d vkd3d-shader/d3dbc: Return a vkd3d_decl_usage from hlsl_sm1_usage_from_semantic(). 2024-09-02 19:14:01 +02:00
Henri Verbeet
1c01560321 vkd3d-shader/tpf: Return a vkd3d_shader_sysval_semantic from hlsl_sm4_usage_from_semantic(). 2024-09-02 19:12:53 +02:00
Anna (navi) Figueiredo Gomes
f5205da8e9 vkd3d-shader/spirv: Pass a vkd3d_shader_descriptor_info1 structure to spirv_compiler_build_descriptor_variable(). 2024-09-02 19:10:19 +02:00
Anna (navi) Figueiredo Gomes
672a8f5ce9 vkd3d-shader/spirv: Pass a vkd3d_shader_descriptor_info1 structure to spirv_compiler_emit_sampler_declaration(). 2024-09-02 18:59:37 +02:00
Anna (navi) Figueiredo Gomes
22aad955ec vkd3d-shader/spirv: Pass a vkd3d_shader_descriptor_info1 structure to spirv_compiler_emit_cbv_declaration(). 2024-09-02 18:58:29 +02:00
Anna (navi) Figueiredo Gomes
2a52ccf2c6 vkd3d-shader/spirv: Pass a vkd3d_shader_descriptor_info1 structure to spirv_compiler_emit_resource_declaration(). 2024-09-02 18:54:19 +02:00
Giovanni Mascellani
527966580e vkd3d-shader: Dump the converted shader too. 2024-08-29 19:17:07 +02:00
Giovanni Mascellani
1a0d6a4db4 vkd3d-shader: Use a hash to build the filename when dumping shaders.
This way the same shader is always dumped to the same path and when
launching the same program over and over we avoid both creating new
copies of the same file each time and overwriting different dumped
shaders.
2024-08-29 19:14:27 +02:00
Henri Verbeet
0e72aba0bc Release 1.13. 2024-08-29 12:08:46 +02:00
Elizabeth Figura
eb71a1722a vkd3d-shader: Use an extended version of vkd3d_shader_immediate_constant in vkd3d_shader_parameter1.
This is a proposed API change in 946, which won't make it into this release.

The intent is to allow slightly larger constants to be specified in the updated
vkd3d_shader_parameter1 structure. In particular, this is large enough to pass
4-dimensional integer or float vectors inline, which the proposed clip plane
implementation will use, as well as other Direct3D FFP parameters.

We could also simply add vkd3d_shader_immediate_constant1 as a separate union
member in vkd3d_shader_parameter1, but this API is a bit cleaner and simpler.
2024-08-28 12:08:37 +02:00
Henri Verbeet
f318e565f2 vkd3d-shader/spirv: Decorate non-array descriptor variables as well.
Commits 343c7942e1 and
94c74d2c00 moved applying the NonReadable
and Coherent decorations from spirv_compiler_emit_resource_declaration()
to spirv_compiler_build_descriptor_variable(), but unfortunately missed
the non-array path in the latter function.

The missing NonReadable decoration causes segmentation faults in
rasteriser-ordered-views.shader_test (among others) on my Intel SKL GT2
setup in particular.
2024-08-26 11:24:01 +02:00
Conor McCarthy
80e607e3e7 vkd3d: Free descriptor range information on error paths in d3d12_root_signature_info_from_desc(). (Valgrind)
Fixes memory leaks in test_create_root_signature().
2024-08-26 11:20:54 +02:00
Henri Verbeet
32dc7ff43b build: Actually run bitwise-assignment.shader_test.
Also fix the order of a couple of tests while we're touching this.
2024-08-22 16:32:40 +02:00
Francisco Casas
f5ed0d9efd tests/test-driver: Avoid double space when printing details.
Save screen real estate.
2024-08-22 16:22:29 +02:00
Francisco Casas
b701f8d393 tests/shader_runner: Explicitly require UAV load support.
The used UAV formats are explicitly added in the [require] section of
every test that uses them.

Some of these tests were failing on Intel UHD graphics 770 because of
missing support for additional UAV load types, explicitly requiring
these formats allows these tests to be skipped.
2024-08-22 16:22:18 +02:00
Francisco Casas
fb153bf5d4 tests/shader_runner: Don't skip shader compilation on missing caps.
Currently we are skipping compilation tests ([* shader] blocks) on
missing capabilities. This is not really necessary and it is useful to
test shader compilation even on machines that can't run these tests.

So, this commit moves the checks to the [test] blocks, skipping them
entirely when caps are not met.

To make the effects of enum test_action values more explicit, these
are renamed to TEST_ACTION_SKIP_COMPILATION and
TEST_ACTION_SKIP_EXECUTION.
2024-08-22 16:01:37 +02:00
Francisco Casas
19c23ca6f2 tests/shader_runner: Replace spaces with dashes in format names.
Probably good if we want to allow specifying several formats in the same
line, separated by spaces.

While at it, rename "r32g32 int" to "r32g32-sint".
2024-08-22 16:01:37 +02:00
Francisco Casas
cec62c54ad tests/shader_runner: Move parse_format() up. 2024-08-22 16:01:32 +02:00
Francisco Casas
164076d176 tests/shader_runner: Require explicit formats for UAV resources.
The current default is r32g32b32a32 but it requires special support
which is not available on all GPUs, so it is not a very convenient
default.

Instead of changing the default making it different from RTV resoures,
the format is required to always be explicit for UAVs.

The exceptions are counter_buffer and buffers with "stride", which don't
require a format because it is already implied.
2024-08-22 16:01:26 +02:00