Giovanni Mascellani
bc2b137df9
vkd3d: Only put the mutable descriptor set once in the pipeline layout.
...
Currently the mutable descriptor set is repeated many times in the
pipeline layout in order to cover the indices for all the
descriptor types that would be present if mutable descriptors were
not used. This is useless and wasteful, but was necessary before
the descriptor sets backing the SRV-UAV-CBV heap were moved at the
end of the allocation table because descriptor set indices are
currently a compile-time constant in many places.
Now this is not needed any more and we can just avoid putting
many copies of the mutable descriptor set in the pipeline layout,
making it easier to meet Vulkan implementation limits.
2024-10-23 16:12:06 +02:00
Giovanni Mascellani
96b324c156
vkd3d: Move descriptor sets backing the SRV-UAV-CBV heap at the end.
...
So that when mutable descriptors are in use we can avoid putting
the other descriptor sets backing the SRV-UAV-CBV descriptor heap
in the pipeline layout altogether.
2024-10-23 16:07:54 +02:00
Giovanni Mascellani
8d030718ae
vkd3d: Introduce an enumerant for the mutable descriptor set.
...
So we avoid hardcoding that it is number zero. There are two
goals here: first making the code easier to understand and
second allow reshuffling the descriptor set allocation in a
later commit.
2024-10-23 16:07:36 +02:00
Elizabeth Figura
32e6a1bb4d
vkd3d-shader: Validate the parsed shader in vsir_parse().
2024-10-23 16:02:09 +02:00
Elizabeth Figura
3a3f95e1e7
vkd3d-shader: Factor out a vsir_parse() helper.
2024-10-23 16:02:09 +02:00
Conor McCarthy
4889c71857
vkd3d: Zero the pipeline state UAV counter view array when the state is invalidated. (Valgrind)
...
Otherwise a comparison with uninitialised data occurs in
d3d12_command_list_update_descriptor_table() if virtual heaps are used.
2024-10-22 20:42:06 +02:00
Henri Verbeet
1113d24a70
vkd3d-shader/ir: Store the global flags in struct vsir_program.
2024-10-22 20:40:31 +02:00
Henri Verbeet
21e9029177
vkd3d-shader/glsl: Implement VKD3DSIH_SAMPLE_C_LZ.
2024-10-22 20:39:31 +02:00
Henri Verbeet
5958e527e5
vkd3d-shader/glsl: Implement VKD3DSIH_SAMPLE_C.
2024-10-22 20:39:31 +02:00
Henri Verbeet
19c493722e
vkd3d-shader/glsl: Implement VKD3DSIH_SAMPLE_B.
2024-10-22 20:39:31 +02:00
Henri Verbeet
e408f1d984
vkd3d-shader/glsl: Implement support for the VKD3DSPR_THREADID register.
2024-10-22 20:39:31 +02:00
Henri Verbeet
f76dd80cba
vkd3d-shader/glsl: Implement VKD3DSIH_LD_UAV_TYPED.
2024-10-22 20:39:31 +02:00
Nikolay Sivov
cf3e251a9f
vkd3d-shader/hlsl: Implement the f32tof16() intrinsic.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-22 20:28:33 +02:00
Shaun Ren
f54797bae5
vkd3d-shader/hlsl: Support discard for SM1.
2024-10-22 20:27:34 +02:00
Francisco Casas
2a8c1b2823
vkd3d-shader/hlsl: Sort signature elements by register id.
2024-10-22 20:25:40 +02:00
Francisco Casas
51d05c1844
vkd3d-shader/hlsl: Optimize interstage signatures.
2024-10-22 20:15:15 +02:00
Francisco Casas
88dd082160
vkd3d-shader/hlsl: Allow prioritizing smaller writemasks when allocating signature elements.
...
For now this doesn't have effect yet, until semantic allocation is
optimized.
2024-10-22 20:06:15 +02:00
Francisco Casas
d562b03c43
vkd3d-shader/hlsl: Allow to force alignment on some semantic vars.
...
This is required to properly optimize signatures, because these
semantics must be alligned while being packed:
- Array elements.
- The first fields of structs.
- Major vectors of a matrix.
For now this has no effect since semantics are allocated with reg_size
4, but will have effect when optimizing interstage signatures.
2024-10-22 20:04:41 +02:00
Francisco Casas
7fd6c29ee8
vkd3d-shader/hlsl: Allow accounting for interpolation mode when allocating semantics.
...
For now this has no effect since semantics are allocated with reg_size
4, but will have effect when optimizing interstage signatures.
2024-10-22 20:03:39 +02:00
Francisco Casas
b65f5fb069
vkd3d-shader/hlsl: Also pass field storage modifiers to output signature elements.
...
The generated pixel shader input signature must be consistent with the
generated vertex shader output signature for the same data type.
Since the interpolation mode affects allocation order, the allocator
needs to know the modifiers for both input and output signature elements.
2024-10-22 19:29:11 +02:00
Francisco Casas
7180a96741
vkd3d-shader/hlsl: Use a register_allocator to allocate semantic registers.
2024-10-22 19:23:33 +02:00
Francisco Casas
9ce7b7806f
vkd3d-shader/hlsl: Add mode field to register_allocator allocations.
2024-10-22 19:23:22 +02:00
Nikolay Sivov
fb2b974466
vkd3d-shader/hlsl: Handle snorm/unorm types as resource formats.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-22 19:14:51 +02:00
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
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
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
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
0e43dea42d
vkd3d-shader/ir: Check that signature masks are contiguous.
2024-10-17 17:28:52 +02:00