Conor McCarthy
a33a9127ca
vkd3d-shader/dxil: Implement DX intrinsic Unary.
2023-12-07 21:56:53 +01:00
Conor McCarthy
cc5e703802
vkd3d-shader/dxil: Emit constant global arrays as immediate constant buffers.
2023-12-07 21:56:47 +01:00
Conor McCarthy
cb88844a3d
vkd3d-shader: Add a register index to struct vkd3d_shader_immediate_constant_buffer.
2023-12-07 21:56:47 +01:00
Conor McCarthy
ef940cb778
vkd3d-shader/spirv: Support declared component type and count in immediate constant buffers.
2023-12-07 21:56:45 +01:00
Conor McCarthy
16cb6fdbad
vkd3d-shader/spirv: Support constant initialisers in indexable temps.
2023-12-07 21:56:44 +01:00
Conor McCarthy
ffae57eb8d
vkd3d-shader/dxil: Support null constant arrays.
2023-12-07 21:56:43 +01:00
Conor McCarthy
69c3946c85
vkd3d-shader/spirv: Support declared component type and count in indexable temps.
2023-12-07 21:56:41 +01:00
Henri Verbeet
0c33f82f72
Release 1.10.
2023-12-06 15:31:21 +01:00
Conor McCarthy
9fcc904834
vkd3d-shader/spirv: Always emit clip/cull builtins as an array.
...
Clip/cull distance can appear as input in pixel shaders, and the
array size must not be forced to zero.
2023-12-06 15:31:20 +01:00
Conor McCarthy
b5c067b41a
vkd3d-shader/ir: Do not merge signature elements which have different interpolation modes.
...
Regression in signature normalisation, however the old code was not
correct either because it would apply the interpolation mode to all
components. Found in an Assassin's Creed: Valhalla shader.
2023-12-06 15:31:18 +01:00
Conor McCarthy
b4d03c0221
vkd3d-shader/spirv: Do not emit a fixme for SV_TARGET in vkd3d_get_spirv_builtin().
2023-12-04 22:22:55 +01:00
Conor McCarthy
f11e1461aa
vkd3d-shader/spirv: Do not emit a fixme for SV_TARGET in get_spirv_builtin_for_sysval().
2023-12-04 22:22:54 +01:00
Francisco Casas
736f3ae2df
vkd3d-shader/hlsl: Use values at the time of the swizzle's load in copy-propagation.
...
This preempts us from replacing a swizzle incorrectly, as in the
following example:
1: A.x = 1.0
2: A
3: A.x = 2.0
4: @2.x
were @4 ends up being 2.0 instead of 1.0, because that's the value stored in
A.x at time 4, and we should be querying it at time 2.
This also helps us to avoid replacing a swizzle with itself in copy-prop
which can result in infinite loops, as with the included tests this commit.
Consider the following sequence of instructions:
1 : A
2 : B = @1
3 : B
4 : A = @3
5 : @1.x
Current copy-prop would replace 5 so it points to @3 now:
1 : A
2 : B = @1
3 : B
4 : A = @3
5 : @3.x
But in the next iteration it would make it point back to @1, keeping it
spinning infinitively.
The solution is to index the instructions and don't replace the swizzle
if the new load happens after the current load.
2023-11-29 22:53:24 +01:00
Francisco Casas
d877b877b3
vkd3d-shader/hlsl: Record trace of stored values in copy-propagation.
...
Instead of only storing the value that each variable's component has at
the moment of the instruction currently handled by copy-prop, we store
the trace of all the historic values with their timestamps, i.e. the
instruction index on which the value was stored.
This would allow us to query the value that the variable had at the time
of execution of previous instructions.
2023-11-29 22:53:21 +01:00
Francisco Casas
539294daea
vkd3d-shader/hlsl: Move index_instructions() up.
2023-11-29 22:53:19 +01:00
Giovanni Mascellani
a52604da8c
vkd3d-shader/dxil: Declare IO registers as VEC4.
...
Otherwise, for instance, their write masks and swizzles are not written
in the D3D ASM dump.
2023-11-28 21:49:18 +01:00
Nikolay Sivov
6a4a9a4518
vkd3d-shader/hlsl: Handle 'linear centroid' modifier.
2023-11-28 00:10:12 +01:00
Zebediah Figura
10957bebbf
vkd3d-shader/tpf: Remove an unnecessary local variable declaration.
...
Found with -Wshadow.
2023-11-28 00:09:56 +01:00
Zebediah Figura
2d1825bb89
vkd3d-shader/hlsl: Remove an unnecessary local variable in copy_propagation_get_value().
...
Found with -Wshadow.
2023-11-28 00:09:53 +01:00
Jacek Caban
85f21f197c
vkd3d-shader: Avoid implicit enum pointer casts in allocate_semantic_register.
2023-11-28 00:09:29 +01:00
Jacek Caban
1edbc05745
vkd3d-shader: Use unsigned int type for tags passed to sm6_metadata_get_uint_value.
2023-11-28 00:09:29 +01:00
Francisco Casas
4e1bf5e163
vkd3d-shader/hlsl: Discern between signed and unsigned ints when parsing.
2023-11-22 22:08:05 +01:00
Francisco Casas
9a8f6e0edb
vkd3d-shader/hlsl: Parse integers with the 'u' postfix.
2023-11-22 22:08:04 +01:00
Conor McCarthy
eb05e434ff
vkd3d-shader/dxil: Implement the DXIL LOAD instruction.
2023-11-22 22:07:59 +01:00
Conor McCarthy
59730ecfd8
vkd3d-shader/dxil: Implement the DXIL GEP instruction.
2023-11-22 22:07:58 +01:00
Conor McCarthy
a0f5d70792
vkd3d-shader/dxil: Support global variable initialisers.
2023-11-22 22:07:57 +01:00
Conor McCarthy
f2a656b876
vkd3d-shader/dxil: Introduce a value type for immediate constant buffers.
2023-11-22 22:07:56 +01:00
Conor McCarthy
85d5f83fb7
vkd3d-shader/dxil: Implement default address space global variables.
2023-11-22 22:07:54 +01:00
Conor McCarthy
920657e7ee
vkd3d-shader: Delete unused struct list from struct vkd3d_shader_indexable_temp.
2023-11-22 22:07:52 +01:00
Henri Verbeet
ae4341b565
vkd3d-shader/ir: Use location information from the instruction in vkd3d_shader_scan_instruction().
2023-11-21 22:41:58 +01:00
Henri Verbeet
01dad41862
vkd3d-shader/ir: Skip recording combined resource/sampler information for dynamically indexed descriptor arrays.
...
And output a warning instead.
2023-11-21 22:41:57 +01:00
Henri Verbeet
5b82afb83f
vkd3d-shader/ir: Decorate vkd3d_shader_scan_error() with VKD3D_PRINTF_FUNC.
2023-11-21 22:41:55 +01:00
Jacek Caban
078cf6a240
vkd3d-shader/dxbc: Use return type to return result from read_u32 and read_float.
...
Avoid implicit casts from enum pointers.
2023-11-20 22:07:45 +01:00
Giovanni Mascellani
b1123ed35f
vkd3d-shader/ir: Correctly compute the TEMP count after hull shader flattening.
...
The previous computation was incorrect because the count was taken
after resetting it to zero (as part of setting the instruction to NOP).
2023-11-20 22:07:41 +01:00
Giovanni Mascellani
5cb17cfd1c
vkd3d-shader/ir: Validate IFC instructions.
2023-11-20 22:07:36 +01:00
Giovanni Mascellani
849a8f3add
vkd3d-shader/ir: Expect two sources for LOOP in SM1-3.
2023-11-20 22:07:35 +01:00
Henri Verbeet
73c563ffb7
vkd3d-shader/d3dbc: Adjust the token count for DEF and DEFI instructions in shader_sm1_skip_opcode().
...
This was broken by commit e390bc35e2c9b0a2110370f916033eea2366317e; that
commit fixed the source count for these instructions, but didn't adjust
shader_sm1_skip_opcode(). Note that this only affects shader model 1;
later versions have a token count embedded in the initial opcode token.
2023-11-20 22:07:29 +01:00
Nikolay Sivov
e55b6a7fa1
vkd3d-shader/hlsl: Add constants to the block for log()/log10() builtins.
2023-11-20 22:07:24 +01:00
Akihiro Sagawa
aed2d142cf
vkd3d-shader/hlsl: Add degrees() function.
2023-11-20 22:07:19 +01:00
Akihiro Sagawa
e493627130
vkd3d-shader/hlsl: Add radians() function.
2023-11-20 22:07:17 +01:00
Nikolay Sivov
88caf87789
vkd3d-shader/hlsl: Add a helper to check for a numeric type.
2023-11-15 21:48:49 +01:00
Conor McCarthy
fb588b8d1a
vkd3d-shader/spirv: Avoid invalid bool-to-bool conversion in spirv_compiler_emit_movc().
...
Shaders parsed from DXIL contain a bool condition register, so calling
spirv_compiler_emit_int_to_bool() results in an invalid bool/uint
comparison.
2023-11-15 21:48:36 +01:00
Conor McCarthy
3c4631a4d4
vkd3d-shader/dxil: Implement the DXIL VSELECT instruction.
2023-11-15 21:48:35 +01:00
Conor McCarthy
08b8730866
vkd3d-shader/spirv: Return an error if an invalid handler is encountered.
...
Prevents return of an invalid SPIR-V module.
2023-11-15 21:48:31 +01:00
Conor McCarthy
408f67c69c
vkd3d-shader/dxil: Handle missing flags as zero for CMP2.
...
The flag operand is omitted if IEEE strictness is specified.
2023-11-14 23:06:43 +01:00
Conor McCarthy
f1e9f40061
vkd3d-shader/dxil: Handle missing flags as zero for BINOP.
...
The flag operand is omitted if IEEE strictness is specified.
2023-11-14 23:06:41 +01:00
Henri Verbeet
9de793f180
vkd3d-shader: Implement scanning combined resource/sampler information.
2023-11-13 23:19:23 +01:00
Nikolay Sivov
d190fdf8c5
vkd3d-shader/dxil: Fully initialize instruction data in sm6_parser_emit_extractval().
...
Noticed after test runner started crashing when tracing is enabled.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-13 23:19:18 +01:00
Nikolay Sivov
3203485a7c
vkd3d-shader: Fix some spelling mistakes.
2023-11-13 23:19:15 +01:00
Henri Verbeet
215a2c4ede
vkd3d-shader/ir: Introduce vsir_register_is_descriptor().
2023-11-13 23:19:10 +01:00
Conor McCarthy
22960753e9
vkd3d-shader/spirv: Introduce orderedness to comparison instructions.
2023-11-10 20:23:51 +01:00
Conor McCarthy
d3b90cc877
vkd3d-shader/dxil: Implement the DXIL CMP2 instruction.
2023-11-10 20:23:50 +01:00
Conor McCarthy
1dd141535c
vkd3d-shader/spirv: Support bool dst register in spirv_compiler_emit_comparison_instruction().
2023-11-10 20:23:48 +01:00
Nikolay Sivov
418c177a1b
vkd3d-shader/hlsl: Implement texCUBEproj().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-10 20:23:44 +01:00
Nikolay Sivov
81ff57e07c
vkd3d-shader/hlsl: Implement tex3Dproj().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-10 20:23:43 +01:00
Nikolay Sivov
dd6a9135f4
vkd3d-shader/hlsl: Implement tex2Dproj().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-10 20:23:41 +01:00
Giovanni Mascellani
0c5c18bdce
vkd3d-shader/ir: Validate index count for IMMCONST64 registers.
2023-11-09 21:15:51 +01:00
Giovanni Mascellani
b74470b9d2
vkd3d-shader/ir: Validate index count for IMMCONST registers.
2023-11-09 21:15:49 +01:00
Giovanni Mascellani
c867682982
vkd3d-shader/ir: Validate index count for NULL registers.
2023-11-09 21:15:47 +01:00
Giovanni Mascellani
12fcb8dcc6
vkd3d-shader/ir: Validate register indices.
2023-11-09 21:15:44 +01:00
Giovanni Mascellani
b7aeb5dd70
vkd3d-shader/ir: Use vsir_register_init() to initialize a register.
2023-11-09 21:15:42 +01:00
Giovanni Mascellani
a869069a48
vkd3d-shader/ir: Validate the TEMP register indices in each HS phase.
2023-11-09 21:15:40 +01:00
Giovanni Mascellani
0f4bda9c9d
vkd3d-shader/ir: Keep track of hull shader phases.
2023-11-09 21:15:38 +01:00
Conor McCarthy
5768c019c1
vkd3d-shader/ir: Check the handler before changing it to NOP in remove_dead_code().
2023-11-09 21:15:29 +01:00
Zebediah Figura
ade8899456
vkd3d-shader/hlsl: Use hlsl_types_are_equal() in func_decl_matches().
...
Besides reusing code, this now handles UAV types correctly.
2023-11-09 21:15:21 +01:00
Zebediah Figura
8f041fbe6f
vkd3d-shader/hlsl: Return bool from compare_function_decl().
2023-11-09 21:15:19 +01:00
Zebediah Figura
fef118555c
vkd3d-shader/hlsl: Do not prioritize an exact match when looking up functions.
...
Native does not always do this. For example, functions whose parameters are
float and float1 always result in an "ambiguous function call" error.
This does not fix any tests, because the relevant tests previously (incorrectly)
succeeded, and now fail with:
E5017: Aborting due to not yet implemented feature: Prioritize between multiple compatible function overloads.
when they should simply fail.
2023-11-09 21:15:17 +01:00
Zebediah Figura
514d179b70
vkd3d-shader/hlsl: Do not consider scalars and 1-dimensional vectors to be equivalent in function parameters.
2023-11-09 21:15:14 +01:00
Zebediah Figura
b1c2852cd7
vkd3d-shader/hlsl: Store function overloads in a list.
...
The choice to store them in an rbtree was made early on. It does not seem likely
that HLSL programs would define many overloads for any of their functions, but I
suspect the idea was rather that intrinsics would be defined as plain
hlsl_ir_function_decl structures [cf. 447463e590
]
and that some intrinsics that could operate on any type would therefore need
many overrides.
This is not how we deal with intrinsics, however. When the first intrinsics were
implemented I made the choice disregard this intended design, and instead match
and convert their types manually, in C. Nothing that has happened in the time
since has led me to question that choice, and in fact, the flexibility with
which we must accommodate functions has led me to believe that matching in this
way was definitely the right choice. The main other designs I see would have
been:
* define each intrinsic variant separately using existing HLSL types. Besides
efficiency concerns (i.e. this would take more space in memory, and would take
longer to generate each variant), the normal type-matching rules don't really
apply to intrinsics.
[For example: elementwise intrinsics like abs() return the same type as the
input, including preserving the distinction between float and float1. It is
legal to define separate HLSL overloads taking float and float1, but trying to
invoke these functions yields an "ambiguous function call" error.]
* introduce new (semi-)generic types. This is far more code and ends up acting
like our current scheme (with helpers) in a slightly more complex form.
So I think we can go ahead and rip out this vestige of the original design for
intrinsics.
As for why to change it: rbtrees are simply more complex to deal with, and it
seems unlikely to me that the difference is going to matter. I do not expect any
program to define large quantities of intrinsics; linked list search should be
good enough.
2023-11-09 21:15:11 +01:00
Zebediah Figura
2b59a759d5
vkd3d-shader/hlsl: Rename hlsl_get_func_decl() to hlsl_get_first_func_decl().
2023-11-09 21:15:09 +01:00
Zebediah Figura
011e31f624
vkd3d-shader/spirv: Remove no longer used private_output_variable_array_idx array.
2023-11-09 21:15:01 +01:00
Zebediah Figura
8513f567fa
vkd3d-shader/spirv: Look up builtins by vkd3d_shader_sysval_semantic.
...
Instead of by vkd3d_shader_input_sysval_semantic.
2023-11-09 21:14:57 +01:00
Zebediah Figura
87cb66dd43
vkd3d-shader/spirv: Simplify spirv_compiler_emit_dcl_input().
2023-11-09 21:14:55 +01:00
Zebediah Figura
c7a7d9a18c
vkd3d-shader/ir: Normalize all I/O registers to INPUT/OUTPUT/PATCHCONST.
...
Specifically, map COLOROUT to OUTPUT, and map INCONTROLPOINT to INPUT for domain
shaders as well as hull shaders.
Obscure the non-existent differences from the view of the backend.
2023-11-09 21:14:52 +01:00
Zebediah Figura
133e313800
vkd3d-shader/dxil: Do not use COLOROUT for PS outputs.
...
sm4 does not use this; only sm1 does. In following patches we will normalize it
to OUTPUT.
2023-11-09 21:14:49 +01:00
Conor McCarthy
90d178bf12
vkd3d-shader/dxil: Implement the DXIL CAST instruction.
2023-11-09 21:14:42 +01:00
Conor McCarthy
bd77cbb33f
vkd3d-shader/spirv: Support double in spirv_compiler_emit_ftou().
2023-11-09 21:14:40 +01:00
Conor McCarthy
92d546f3a2
vkd3d-shader/spirv: Support double in spirv_compiler_emit_ftoi().
2023-11-09 21:14:37 +01:00
Conor McCarthy
169210558d
vkd3d-shader/spirv: Handle unsigned result in spirv_compiler_emit_ftoi().
2023-11-09 21:14:35 +01:00
Conor McCarthy
58ffb5d181
vkd3d-shader/spirv: Introduce integer width cast instructions.
...
ITOI and UTOU may cast from a bool to a 32-bit integer. Cast to a 64-bit
integer from a smaller type will be added later.
2023-11-09 21:14:32 +01:00
Conor McCarthy
7de4ac2e48
vkd3d-shader/spirv: Support bool cast in spirv_compiler_emit_alu_instruction().
2023-11-09 21:14:30 +01:00
Conor McCarthy
5b87d6419a
vkd3d-shader/spirv: Support bool logic ops in spirv_compiler_emit_alu_instruction().
2023-11-09 21:14:27 +01:00
Conor McCarthy
b43dab50c1
vkd3d-shader/spirv: Support bitcast in spirv_compiler_emit_load_ssa_reg().
2023-11-09 21:14:25 +01:00
Henri Verbeet
e7eec3e023
vkd3d-shader/spirv: Allow the origin of fragment coordinates to be specified.
...
We typically want to use lower-left in OpenGL environments when rendering to
FBOs.
2023-11-09 21:14:12 +01:00
Nikolay Sivov
4778d051df
vkd3d-shader: Add constant folding for 'floor'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
634ec96b52
vkd3d-shader: Add a missing entry to instruction debug print helper.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
955932fb55
vkd3d-shader: Add constant folding for 'ceil'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
9a70ae5b6a
vkd3d-shader: Add support for floor() on SM1-3.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
aaef82e680
vkd3d-shader: Add support for ceil() on SM1-3.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
494f681bf6
vkd3d-shader/tpf: Add support for ceil().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:38 +01:00
Nikolay Sivov
4284b7c522
vkd3d-shader/hlsl: Parse ceil() function.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:37 +01:00
Nikolay Sivov
76e42fbd21
vkd3d-shader/hlsl: Implement ternary operator for SM1.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:31 +01:00
Nikolay Sivov
522a0dfb56
vkd3d-shader/hlsl: Add tex2Dlod() function.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:26 +01:00
Zebediah Figura
852eefc01d
vkd3d-shader/ir: Synthesize HS inputs with the register index and write mask of the signature element.
...
This pass was written as if to output normalized I/O, but it runs before the I/O
normalization pass.
Fixes: 98b5e2c6e0
2023-11-07 22:26:53 +01:00
Zebediah Figura
12240efa79
vkd3d-shader/spirv: Use register counts from the signature and shader desc.
2023-11-07 22:26:49 +01:00
Zebediah Figura
0058764f01
vkd3d-shader: Store the control point counts in struct vkd3d_shader_desc.
2023-11-07 22:26:49 +01:00
Zebediah Figura
3ff22ac5af
vkd3d-shader/spirv: Use the array sizes for shader phase builtins as well.
2023-11-07 22:26:47 +01:00
Zebediah Figura
f0a6c7de1d
vkd3d-shader/hlsl: Record partial allocations in allocate_range().
2023-11-07 22:26:11 +01:00
Zebediah Figura
c683fc9402
vkd3d-shader/hlsl: Check that a partial register's mask is also available in is_range_available().
2023-11-07 22:26:10 +01:00
Giovanni Mascellani
7d49f9637a
vkd3d-shader/ir: Check that SWITCH blocks are correctly nested.
2023-11-07 22:26:05 +01:00
Giovanni Mascellani
93632fb407
vkd3d-shader/ir: Check that REP blocks are correctly nested.
2023-11-07 22:26:04 +01:00
Giovanni Mascellani
92c36615ed
vkd3d-shader/ir: Check that LOOP blocks are correctly nested.
2023-11-07 22:26:03 +01:00
Giovanni Mascellani
2f7d52dba4
vkd3d-shader/ir: Check that IF blocks are correctly nested.
2023-11-07 22:26:01 +01:00
Giovanni Mascellani
0a7e200f89
vkd3d-shader/ir: Do not enfore DCL_TEMPS count for hull shaders.
...
Hull shaders have a different temps count for each phase, and the
parser only reports the count for the patch constant phase.
In order to properly check for temps count on hull shaders, we first
need to decode its phases.
2023-11-07 22:26:00 +01:00
Giovanni Mascellani
ca3f594ae3
vkd3d-shader/ir: Emit an ERR() on validation errors.
2023-11-07 22:25:58 +01:00
Francisco Casas
0ef25ad137
vkd3d-shader/tpf: Support relative addressing for indexable temps in SM4.
...
For relative addressing, the vkd3d_shader_registers must point to
another vkd3d_shader_src_param. For now, use the sm4_instruction to save
them, since the only purpose of this struct is to be used as paramter
for write_sm4_instruction.
2023-11-07 22:25:49 +01:00
Francisco Casas
281796c526
vkd3d-shader/tpf: Move sm4_register_from_node() up.
2023-11-07 22:25:48 +01:00
Francisco Casas
e10d41d799
vkd3d-shader/tpf: Support writing relative addressing indexes.
2023-11-07 22:25:47 +01:00
Francisco Casas
617a20bffc
vkd3d-shader/tpf: Write register index addressing.
2023-11-07 22:25:45 +01:00
Francisco Casas
043526a9f7
vkd3d-shader/tpf: Encode dst and src registers using the same function.
...
This function will also be required to encode rel_addr registers.
2023-11-07 22:25:44 +01:00
Henri Verbeet
aa5380f32a
vkd3d-shader/tpf: Do not write RDEF constant buffer entries for HLSL_CLASS_OBJECT variables.
...
RWBuffer objects would trigger a vkd3d_unreachable() in sm4_base_type().
It would be easy enough to add the required case there, but (manual,
unfortunately) tests show that we aren't supposed to write constant
buffer entries for objects in the first place, as you'd expect.
This particular path ends up being exercised by vkd3d's internal UAV
clear shaders, but unfortunately it looks like our RDEF data may have
more issues; the ability to write tests for it would seem helpful.
2023-11-06 23:09:47 +01:00
Zebediah Figura
a9f33e8657
vkd3d-shader/hlsl: Consistently use HLSL allocation functions.
2023-11-06 23:09:22 +01:00
Zebediah Figura
b9c164c1c4
vkd3d-shader/hlsl: Sort keywords.
...
Done with `LC_ALL=C sort -f`.
2023-11-06 23:09:20 +01:00
Zebediah Figura
7632365e60
vkd3d-shader/hlsl: Remove C++ comment lexing.
...
This is already handled by the preprocessor.
2023-11-06 23:09:19 +01:00
Zebediah Figura
4cfc7d44ab
vkd3d-shader/hlsl: Remove some tokens from the lexer.
...
None of these currently have any meaning, and none of these can currently be
parsed as distinct tokens either (i.e. they will generate a syntax error
anyway).
2023-11-06 23:09:18 +01:00
Francisco Casas
98b5eb474a
vkd3d-shader/tpf: Don't pass 0x4 as mask for vec4 constant src registers.
...
Co-authored-by: Evan Tang <etang@codeweavers.com>
Evan Tang reported that new fixmes appeared on the shader_runner when
running some of his tests after
f50d0ae2cb
.
vkd3d:652593:fixme:shader_sm4_read_src_param Unhandled mask 0x4.
The change to blame seems to be this added line in
sm4_src_from_constant_value().
+ src->swizzle = VKD3D_SHADER_NO_SWIZZLE;
On tpf binaries the last 12 bits of each src register in an instruction
specify the swizzle, and there are 5 possible combinations:
Dimension NONE
-------- 00
Dimension SCALAR
-------- 01
Dimension VEC4, with a 4 bit writemask:
---- xxxx 00 01
Dimension VEC4, with an 8 bit swizzle:
xx xx xx xx 01 01
Dimension VEC4, with a 2bit scalar dimension number:
------ xx 10 01
So far, we have only seen src registers use 4 bit writemasks in a
single case: for vec4 constants, and it is always zero.
So we expect this:
---- 0000 00 01
Now, I probably wanted to initialize src->swizzle to zero when writing
constants, but VKD3D_SHADER_NO_SWIZZLE is not zero, it is actually the
default swizzle:
11 10 01 00
And the last 4 bits (0x4) get written in the mask part, which causes
the reader to complain.
2023-11-06 23:09:10 +01:00
Conor McCarthy
749df8dec2
vkd3d-shader/dxil: Implement the DXIL BINOP instruction.
2023-11-06 23:09:03 +01:00
Conor McCarthy
3e0638148a
vkd3d-shader/spirv: Support VKD3D_DATA_UINT in spirv_compiler_emit_neg().
...
The DXIL parser uses unsigned types even if the source code uses signed,
so unsigned values may be negated.
2023-11-06 23:09:02 +01:00
Conor McCarthy
4905d047bd
vkd3d-shader/spirv: Handle the UMUL instruction.
2023-11-06 23:09:01 +01:00
Conor McCarthy
acbc80cba2
vkd3d-shader/spirv: Introduce an IDIV instruction.
2023-11-06 23:09:00 +01:00
Conor McCarthy
c8d3515d8b
vkd3d-shader/spirv: Introduce an FREM instruction.
2023-11-06 23:08:58 +01:00
Giovanni Mascellani
0d4aebd2e7
vkd3d-shader: Explicitly cast vkd3d_shader_global_flags to uint64_t.
...
On macOS vkd3d_shader_global_flags has underlying type unsigned long,
while uint64_t is defined as unsigned long long. This difference
causes a few warnings to be raised.
2023-11-06 23:08:37 +01:00
Nikolay Sivov
31346e2cba
vkd3d-shader/tpf: Fix used temp registers accounting for dcl_temps.
...
Otherwise we always output "dcl_temps 1" even when no temp registers were used.
2023-11-06 23:08:10 +01:00
Zebediah Figura
f05be8ff12
vkd3d-shader/spirv: No longer handle builtin array size mismatch in spirv_compiler_emit_input().
...
This is taken care of by prior I/O lowering. We no longer need to deal with this here.
2023-11-06 23:07:59 +01:00
Zebediah Figura
fa23165cc0
vkd3d-shader/spirv: Remove handling of VKD3DSPR_OUTCONTROLPOINT.
...
I/O normalization removes this register type.
2023-11-06 23:07:58 +01:00
Zebediah Figura
b73d2c978d
vkd3d-shader/ir: Check for vocp usage during IR normalization.
...
The hull shader barrier used for this was broken by I/O normalization, since
vocp is no longer exposed to the spirv backend.
Restore this barrier by checking for vocp during normalization instead.
2023-11-06 23:07:56 +01:00
Zebediah Figura
8b42f523f2
vkd3d-shader/ir: Pass a vkd3d_shader_parser to instruction_array_normalise_io_registers().
2023-11-06 23:07:54 +01:00
Conor McCarthy
7419f4e31d
vkd3d-shader/dxil: Allow empty struct types.
2023-11-02 18:23:12 +01:00
Nikolay Sivov
dbcc4c4e40
vkd3d-shader/hlsl: Parse empty technique declarations.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-02 18:23:07 +01:00
Nikolay Sivov
53b0101a53
vkd3d-shader/hlsl: Use case-insensitive match for the "technique" keyword.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-02 18:23:06 +01:00
Nikolay Sivov
ea8ff5394c
vkd3d-shader/hlsl: Add a keyword for fx_5_0 techniques.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-02 18:23:05 +01:00
Conor McCarthy
7ca6a5452a
vkd3d-shader/dxil: Always apply the signature element start column to used_mask.
...
The used_mask value loaded from an additional tag/value pair is relative
to the start column.
2023-11-02 18:22:59 +01:00
Giovanni Mascellani
af72466db1
vkd3d-shader/ir: Validate the index of a TEMP register.
2023-11-02 18:22:52 +01:00
Giovanni Mascellani
4140b87499
vkd3d-shader/ir: Validate the DCL_TEMPS instruction.
2023-11-02 18:22:50 +01:00
Giovanni Mascellani
79fa5fd8bb
vkd3d-shader/ir: Validate the register index count.
2023-11-02 18:22:49 +01:00
Giovanni Mascellani
26e4191d4b
vkd3d-shader/ir: Validate the register dimension.
2023-11-02 18:22:47 +01:00
Giovanni Mascellani
f3a20be35a
vkd3d-shader/ir: Validate the register data type.
2023-11-02 18:22:38 +01:00
Giovanni Mascellani
72d0f765f2
vkd3d-shader/ir: Validate the register precision.
2023-11-02 18:22:37 +01:00
Giovanni Mascellani
f3c1a15a6f
vkd3d-shader/dxil: Use vsir_register_init() to initialize registers.
2023-11-02 18:22:35 +01:00
Giovanni Mascellani
2ba8c5771c
vkd3d-shader: Deduplicate profile version comparison functions.
2023-11-02 18:22:35 +01:00
Giovanni Mascellani
dd96fe50e2
vkd3d-shader: Dump shaders as soon as possible.
...
So that they are dumped even if parsing fails, which is a circumstance
in which one likely wants to see the problematic shader.
The downside of that is that for shader types other than HLSL
the profile is not written any more in the filename. This should
not be a big problem, because in those cases the shader describes
its own type.
When dumping an HLSL shader, the id is brought in front of the profile
in the file name, in order to make it more tab-friendly: when dealing
with a directory full of shaders it's likely that the id determines
the profile, but the other way around.
2023-11-02 18:22:26 +01:00
Giovanni Mascellani
ab09c0b45b
vkd3d-shader: Expose the whole profile when dumping an HLSL shader.
...
The profile cannot be reliably devised by analyzing the HLSL code,
so it's useful to have it included in the file name.
2023-11-02 18:22:24 +01:00
Nikolay Sivov
ecdc3f39d4
vkd3d-shader: Accept 'loop' attribute, on loops.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-01 21:47:49 +01:00
Nikolay Sivov
26784672d8
vkd3d-shader: Check loop [unroll] attribute for conflict with other attributes.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-01 21:47:49 +01:00
Conor McCarthy
589670180a
vkd3d-shader/dxil: Implement the DXIL EXTRACTVAL instruction.
2023-11-01 21:47:34 +01:00
Conor McCarthy
e899b67bbf
vkd3d-shader/spirv: Support scalar swizzle of vector SSA registers.
2023-11-01 21:47:33 +01:00
Conor McCarthy
43b5d73870
vkd3d-shader/dxil: Implement DX instruction CBufferLoadLegacy.
2023-11-01 21:47:32 +01:00
Conor McCarthy
3b1bbe2b0a
vkd3d-shader/dxil: Implement DX instruction CreateHandle.
2023-11-01 21:47:30 +01:00
Conor McCarthy
f57d65361a
vkd3d-shader/dxil: Replace register_address_init() with register_index_address_init().
...
Makes it much clearer which register index is being written.
2023-11-01 21:47:29 +01:00
Zebediah Figura
a66acea1b5
vkd3d-shader/spirv: Always use the sysval from the signature.
2023-10-31 21:59:40 +01:00
Zebediah Figura
eef62b95c1
vkd3d-shader/spirv: Use the interpolation mode from the signature.
2023-10-31 21:59:39 +01:00
Zebediah Figura
15b69721de
vkd3d-shader/tpf: Set the interpolation mode for signature elements.
2023-10-31 21:59:38 +01:00
Zebediah Figura
6b7834d635
vkd3d-shader/d3dbc: Set the interpolation mode for signature elements.
2023-10-31 21:59:36 +01:00
Zebediah Figura
a668f1ce1c
vkd3d-shader: Handle a NULL descriptor info in vkd3d_shader_scan_add_descriptor().
2023-10-31 21:59:33 +01:00
Francisco Casas
eef2163375
vkd3d-shader/tpf: Declare indexable temps.
...
If var->indexable, then the variable is given a unique register number,
regardless of its lifetime.
2023-10-31 21:59:22 +01:00
Francisco Casas
83c313ecc6
vkd3d-shader/hlsl: Mark vars that require non-constant dereferences.
2023-10-31 21:59:21 +01:00
Francisco Casas
313df300ad
vkd3d-shader/hlsl: Rename hlsl_deref.offset to hlsl_deref.rel_offset.
...
This field is now analogous to vkd3d_shader_register_index.rel_addr.
Also, it makes sense to rename it now because all the constant part of
the offset is now handled to hlsl_deref.const_offset. Consequently, it
may also be NULL now.
2023-10-31 21:59:19 +01:00
Francisco Casas
74767beaf6
vkd3d-shader/hlsl: Absorb hlsl_ir_constant deref offsets into const_offset.
2023-10-31 21:59:18 +01:00
Francisco Casas
1520f327e5
vkd3d-shader/hlsl: Express deref->offset in whole registers.
...
This is required to use SM4 relative addressing, because it is limited
to whole-register granularity.
2023-10-31 21:59:16 +01:00
Francisco Casas
61a17643a2
vkd3d-shader/hlsl: Split deref-offset into a node and a constant uint.
...
This uint will be used for the following:
- Since SM4's relative addressing (the capability of passing a register
as an index to another register) only has whole-register granularity,
we will need to make the offset node express the offset in
whole-registers and specify the register component in this uint,
otherwise we would have to add additional / and % operations in the
output binary.
- If, after we apply constant folding and copy propagation, we determine
that the offset is a single constant node, we can store all the offset
in this uint constant, and remove the offset src.
This allows DCE to remove a good bunch of the nodes previously required
only for the offset constants, which makes the output more liteweight
and readable, and simplifies the implementation of relative addressing
when writing tpf in the following patches.
In dump_deref(), we use "c" to indicate components instead of whole
registers. Since now both the offset node and the offset uint are in
components a lowered deref would look like:
var[@42c + 2c]
But, once we express the offset node in whole registers we will remove
the "c" from the node part:
var[@22 + 3c]
2023-10-31 21:59:14 +01:00
Francisco Casas
81be47c00b
vkd3d-shader/hlsl: Introduce hlsl_deref_is_lowered() helper.
...
Some functions work with dereferences and need to know if they are
lowered yet.
This can be known checking if deref->offset.node is NULL or
deref->data_type is NULL. I am using the latter since it keeps working
even after the following patches that split deref->offset into
constant and variable parts.
2023-10-31 21:59:12 +01:00
Francisco Casas
e93568f290
vkd3d-shader/hlsl: Clean-up instruction block for offset node creation.
2023-10-31 21:59:11 +01:00
Nikolay Sivov
bc2a4ee66a
vkd3d-shader/tpf: Write out 'switch' statements.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-31 21:59:05 +01:00
Nikolay Sivov
68c14079a6
vkd3d-shader/hlsl: Add a pass to normalize switch cases blocks.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-31 21:59:04 +01:00
Nikolay Sivov
c84d4e3571
vkd3d-shader/hlsl: Add a pass to remove unreachable code.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-31 21:59:03 +01:00
Nikolay Sivov
a4fa323e6c
vkd3d-shader/hlsl: Add copy propagation logic for switches.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-31 21:59:02 +01:00
Nikolay Sivov
72623031a2
vkd3d-shader/hlsl: Validate break/continue context.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-31 21:59:01 +01:00
Nikolay Sivov
9a6e4a0c58
vkd3d-shader/hlsl: Check for duplicate case statements.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-31 21:58:59 +01:00
Nikolay Sivov
ec8dfa467f
vkd3d-shader/hlsl: Add initial support for parsing 'switch' statements.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-31 21:58:57 +01:00
Conor McCarthy
b7b128595e
vkd3d-shader/dxil: Read CBV descriptors.
2023-10-19 23:07:45 +02:00
Conor McCarthy
1e5f91b371
vkd3d-shader: Emit IR CBV declaration sizes in bytes.
...
DXIL declares CBV sizes in bytes and they are not aligned to 16 bytes.
2023-10-19 23:07:43 +02:00
Conor McCarthy
f7525bf0c6
vkd3d-shader/dxil: Validate the descriptor list metadata nodes.
2023-10-19 23:07:42 +02:00
Conor McCarthy
9b64d04ed3
vkd3d-shader/spirv: Align constant buffer sizes to 16 bytes.
...
DXIL constant buffer sizes are not aligned to 16 bytes.
2023-10-19 23:07:40 +02:00
Henri Verbeet
96556a8834
vkd3d-shader/hlsl: Add support for RWTexture2DArray.
2023-10-19 23:07:31 +02:00
Henri Verbeet
2c71c18879
vkd3d-shader/hlsl: Add support for RWTexture1DArray.
2023-10-19 23:07:30 +02:00
Nikolay Sivov
e242b46922
vkd3d-shader/tpf: Convert some of the semantic names to system values names when in compatibility mode.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-19 23:03:23 +02:00
Conor McCarthy
a4ed06bc5b
vkd3d-shader/d3d-asm: Recognise the 'rasteriser ordered view' UAV flag.
2023-10-18 20:58:27 +02:00
Henri Verbeet
b63c853688
vkd3d-utils: Implement D3DGetBlobPart().
...
This was largely adapted from Wine's d3dcompiler_43, with some style
adjustments.
2023-10-18 20:58:22 +02:00
Henri Verbeet
4e8ba62481
vkd3d-shader/spirv: Initialise "symbol.descriptor_array" in spirv_compiler_emit_combined_sampler_declarations().
...
Besides simply avoiding carrying around some uninitialised data, we
check "symbol->descriptor_array" in spirv_compiler_prepare_image(), both
for separate resources and for combined resource/sampler symbols.
2023-10-17 22:18:44 +02:00
Conor McCarthy
85c165ff39
vkd3d-shader/dxil: Read DXIL compute shader thread group dimensions.
2023-10-17 22:18:26 +02:00
Conor McCarthy
4b7ca0c294
vkd3d-shader/dxil: Read DXIL global flags.
2023-10-17 22:18:25 +02:00
Conor McCarthy
06f8a88466
vkd3d-shader: Define more global flags.
2023-10-17 22:18:23 +02:00
Conor McCarthy
e0d0a04b79
vkd3d-shader/dxil: Handle multi-row signature elements.
2023-10-16 22:36:38 +02:00
Conor McCarthy
7113064a19
vkd3d-shader/dxil: Handle signature element additional tag/value pairs.
2023-10-16 22:36:36 +02:00
Conor McCarthy
8648ca0e77
vkd3d-shader/dxil: Read the DXIL input and output signatures.
...
These can differ from the DXBC signatures by having multiple rows, and
load/store instructions reference them by id instead of register index.
2023-10-16 22:36:29 +02:00
Conor McCarthy
62badbff7a
vkd3d-shader/dxil: Validate the entry point info.
2023-10-16 22:36:28 +02:00
Francisco Casas
38a7309758
vkd3d-shader/d3dbc: Use D3DSIO_TEXKILL instead of VKD3D_SM1_OP_TEXKILL (clangd).
2023-10-12 23:27:24 +02:00
Francisco Casas
7960836551
vkd3d-shader/hlsl: Remove enum hlsl_error_level (clangd).
...
It is only used once for calling hlsl_note(), and it expects an enum
vkd3d_shader_log_level values instead.
2023-10-12 23:27:22 +02:00
Francisco Casas
432fa8fa8f
vkd3d-shader/tpf: Avoid translations to D3DDECLUSAGE and back (clangd).
2023-10-12 23:27:19 +02:00
Francisco Casas
f0da419a8c
vkd3d-shader: Remove unnecessary fallthroughs (clangd).
2023-10-12 23:27:19 +02:00
Conor McCarthy
6034f4a976
vkd3d-shader/dxil: Read DXIL metadata named nodes.
2023-10-12 18:23:33 +02:00
Conor McCarthy
4ac201788d
vkd3d-shader/dxil: Read DXIL metadata kinds.
2023-10-12 18:23:32 +02:00
Conor McCarthy
cba3e18c45
vkd3d-shader/dxil: Read DXIL metadata values.
2023-10-12 18:23:31 +02:00
Conor McCarthy
5817fabc30
vkd3d-shader/dxil: Read DXIL metadata nodes.
2023-10-12 18:23:30 +02:00
Conor McCarthy
a62343f544
vkd3d-shader/dxil: Read DXIL metadata strings.
2023-10-12 18:23:29 +02:00
Conor McCarthy
05d516bb00
vkd3d-shader/dxil: Emit an error on allocation failure in dxil_record_to_string().
2023-10-11 22:21:22 +02:00
Conor McCarthy
52dc6f252c
vkd3d-shader/dxil: Read global constants in sm6_parser_globals_init().
...
These are needed for reading metadata.
2023-10-11 22:21:20 +02:00
Conor McCarthy
df4e1b7393
vkd3d-shader/dxil: Read immediate constant arrays.
2023-10-11 22:21:19 +02:00
Zebediah Figura
6a942581db
vkd3d-shader/ir: Translate TEX instructions to SAMPLE.
2023-10-09 21:58:40 +02:00
Zebediah Figura
bd9eae6c22
vkd3d-shader: Scan combined sampler declarations.
...
This does not handle 1.x samplers yet.
2023-10-09 21:58:38 +02:00
Zebediah Figura
2bcd6ea893
vkd3d-shader: Introduce a separate register type for combined samplers.
2023-10-09 21:58:38 +02:00
Nikolay Sivov
3af629cf8c
vkd3d-shader/tpf: Output interpolation modifiers for input declarations.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:31 +02:00
Nikolay Sivov
8479ceedfc
vkd3d-shader/hlsl: Propagate structure fields modifiers when copying shader inputs.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:29 +02:00
Nikolay Sivov
1930b51d97
vkd3d-shader/hlsl: Allow interpolation modifiers on structure fields.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:27 +02:00
Nikolay Sivov
de860c3cbf
vkd3d-shader/hlsl: Parse 'centroid' and 'noperspective' modifiers.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:24 +02:00
Nikolay Sivov
c5414fa92f
vkd3d-shader/tpf: Write 'continue' instruction.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:17 +02:00
Nikolay Sivov
e4b423d6b5
vkd3d-shader/hlsl: Handle 'continue' statements.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:14 +02:00
Nikolay Sivov
0e5749e78e
vkd3d-shader/hlsl: Allow 'break' instructions in loops.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:12 +02:00
Conor McCarthy
75c2af3640
vkd3d-shader/spirv: When declaring a CBV initialise the register with the register index range.
...
The declaration instruction register contains id, range first, and range
last. The backend includes range first in the variable name. After commit
e8b3561252
it was always zero, and since commit 67f0196c33
it is
UINT_MAX, so constant buffers are named, e.g., "%cb0_4294967295".
2023-10-09 21:58:01 +02:00
Zebediah Figura
a4c5f3a798
vkd3d-shader/spirv: Add a debug name for the push constant buffer.
2023-10-09 21:57:53 +02:00
Henri Verbeet
98d158d004
vkd3d-shader/tpf: Get rid of the output map.
...
Map output registers in the backend instead, as needed.
2023-10-09 21:57:46 +02:00
Henri Verbeet
31ce7c3a38
vkd3d-shader/hlsl: Get rid of the vkd3d_sm4_* forward declarations in hlsl.h.
...
These are no longer needed outside of tpf.c.
2023-10-09 21:57:38 +02:00
Francisco Casas
014960b64b
vkd3d-shader/tpf: Use lookup table for opcode_info_from_sm4().
...
Makes get_opcode_info() and thus, tpf reading a little faster.
2023-10-05 16:16:27 +02:00
Francisco Casas
88b644a11d
vkd3d-shader/tpf: Don't store sm4 instruction extra bits in the opcode.
...
Adding extra bits to instr->opcode doesn't seem correct, given that it
is an enum.
For instance, get_opcode_info() would return NULL if additional bits are
added to instr->opcode. This is not a problem now because that function
is called when reading and not writing.
2023-10-05 16:16:24 +02:00
Francisco Casas
0a5fa80f02
vkd3d-shader/tpf: Apply mask to swizzle when swizzle type is scalar.
...
In native's output, for scalar swizzles only the first component of the
swizzle is written, the others are left as zero.
2023-10-05 16:16:21 +02:00
Francisco Casas
f06169afc5
vkd3d-shader/tpf: Don't calculate instruction size in advance.
...
Co-authored-by: Henri Verbeet <hverbeet@codeweavers.com>
2023-10-05 16:16:19 +02:00
Nikolay Sivov
7c378cc6f9
vkd3d-shader/hlsl: Remove conditional branching when condition is a compile time constant.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:16:09 +02:00
Nikolay Sivov
f3389789b2
vkd3d-shader: Add constant folding for 'rsq'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:16:03 +02:00
Nikolay Sivov
a58c659b10
vkd3d-shader/hlsl: Add constant folding for binary complement operator.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:15:56 +02:00
Nikolay Sivov
8ebccad3c9
vkd3d-shader/hlsl: Add constant folding for rshift.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:15:54 +02:00
Nikolay Sivov
6e74819eb7
vkd3d-shader/hlsl: Add constant folding for lshift.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:15:52 +02:00
Nikolay Sivov
8c9d65d6b3
vkd3d-shader/hlsl: Add constant folding for logical 'not', for bools.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:15:50 +02:00
Francisco Casas
4ab6572be7
vkd3d-shader/hlsl: Replace hlsl_type_get_regset() uses with hlsl_deref_get_regset().
2023-10-05 16:15:37 +02:00
Francisco Casas
a214b7374b
vkd3d-shader/hlsl: Avoid hlsl_type_get_regset() in allocate_register_reservations().
2023-10-05 16:15:34 +02:00
Francisco Casas
cd0e3786c3
vkd3d-shader/hlsl: Avoid hlsl_type_get_regset() in sm4_get_extern_resources().
2023-10-05 16:15:28 +02:00
Francisco Casas
dfce1e7f4a
vkd3d-shader/hlsl: Make regset an output argument in hlsl_type_get_component_offset().
...
Components only span across a single regset, so instead of expecting the
regset as input for the offset, hlsl_type_get_component_offset() can
actually retrieve it.
2023-10-05 16:15:26 +02:00
Nikolay Sivov
b5c0c9c22f
vkd3d-shader/hlsl: Add fwidth() function.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:15:10 +02:00
Alistair Leslie-Hughes
71715cc434
vkd3d-shader: Fix compiler warning.
...
vkd3d-shader/tpf.c:3810:39: warning: passing argument 2 of ‘sm4_register_from_node’ from incompatible pointer type [-Wincompatible-pointer-types]
vkd3d-shader/tpf.c:4750:59: warning: passing argument 3 of ‘sm4_register_from_deref’ from incompatible pointer type [-Wincompatible-pointer-types]
Change to use uint32_t as requested.
2023-10-05 16:14:44 +02:00
Francisco Casas
c92772657f
vkd3d-shader/tpf: Replace sm4_src_register with vkd3d_shader_src_param.
2023-10-03 21:27:48 +02:00
Francisco Casas
13f62e60e1
vkd3d-shader/tpf: Remove sm4_src_register.swizzle_type.
2023-10-03 21:27:47 +02:00
Francisco Casas
32f03468fc
vkd3d-shader/tpf: Make sm4_src_register.mod a vkd3d_shader_src_modifier enum.
2023-10-03 21:27:45 +02:00
Francisco Casas
f50d0ae2cb
vkd3d-shader/tpf: Store vkd3d-shader swizzles in sm4_src_register.swizzle.
2023-09-28 23:13:16 +02:00
Francisco Casas
ef9ec28eb0
vkd3d-shader/tpf: Replace sm4_dst_register with vkd3d_shader_dst_param.
2023-09-28 23:13:14 +02:00
Francisco Casas
d41d8f8771
vkd3d-shader/tpf: Rename sm4_dst_register.writemask to write_mask.
2023-09-28 23:13:12 +02:00
Francisco Casas
123e399b89
vkd3d-shader/d3d-asm: Don't print offset for DEPTHOUT registers.
...
This register is unique and thus is not accompanied with an offset in
the native disassembler output.
2023-09-27 22:34:48 +02:00
Francisco Casas
ef1567c17b
vkd3d-shader/d3d-asm: Use vkd3d_shader_register.dimension to know when to dump writemask.
...
This change ensures that we don't dump the writemask for registers that
have a scalar dimension.
For instance, for this shader:
float r;
float4 main(out float d : DEPTH) : sv_target
{
d = r;
return 0;
}
we now correctly dump
dcl_output oDepth
instead of
dcl_output oDepth.x
2023-09-27 22:34:47 +02:00
Francisco Casas
a358722f71
vkd3d-shader/d3d-asm: Use vkd3d_shader_register.dimension to know when to dump swizzle.
...
The assumption that sampler registers never have a swizzle is not
totally correct.
For instance, for the following shader:
Texture2D tex;
sampler sam;
float4 main() : sv_target
{
return tex.GatherGreen(sam, float2(0, 0));
}
the gather instruction is being disassembled as
gather4_indexable(texture2d) o0.xyzw, l(0.0, 0.0, 0.0, 0.0), t0.xyzw, s0
instead of
gather4_indexable(texture2d)(float,float,float,float) o0.xyzw, l(0.0, 0.0, 0.0, 0.0), t0.xyzw, s0.y
(notice the missing swizzle in the last parameter s0).
This is because the Gather instructions give the sampler register a vec4
dimension (and scalar swizzle type) to indicate the channel for the
gather operation.
The solution is using the new vkd3d_shader_register.dimension instead of
checking the swizzle type.
2023-09-27 22:34:46 +02:00
Francisco Casas
8e0fe29bfc
vkd3d-shader/tpf: Replace sm4_register with vkd3d_shader_register.
2023-09-27 22:34:31 +02:00
Francisco Casas
10bbc7eda5
vkd3d-shader/tpf: Move sm4_register.mod to sm4_src_register.
2023-09-27 22:34:30 +02:00
Francisco Casas
8124ba3a54
vkd3d-shader/tpf: Put sm4_register.immconst_uint inside a union.
2023-09-27 22:34:28 +02:00
Francisco Casas
0c8b74cb39
vkd3d-shader/tpf: Turn sm4_register.dim into an enum vkd3d_shader_dimension.
2023-09-27 22:34:26 +02:00
Conor McCarthy
f61c853f61
vkd3d-shader/dxil: Convert into an error the warning for an unhandled instrinsic.
2023-09-26 22:07:51 +02:00
Conor McCarthy
b30b95e824
vkd3d-shader/dxil: Do not access null code blocks on failure.
2023-09-26 22:07:50 +02:00
Francisco Casas
74d79c7e45
vkd3d-shader/d3dbc: Initialize register dimension for all register types.
2023-09-26 22:07:06 +02:00
Francisco Casas
33f47c5ae9
vkd3d-shader/tpf: Parse register dimension for all register types.
2023-09-26 22:07:04 +02:00
Francisco Casas
e904660497
vkd3d-shader: Turn vkd3d_shader_register.immconst_type into vkd3d_shader_register.dimension.
2023-09-26 22:07:04 +02:00
Francisco Casas
dc35125d73
vkd3d-shader/tpf: Use vsir_register_init() in shader_sm1_parse_dst_param().
2023-09-26 22:07:03 +02:00
Francisco Casas
51aa5a45e9
vkd3d-shader/tpf: Use vsir_register_init() in shader_sm1_parse_src_param().
2023-09-26 22:07:02 +02:00
Francisco Casas
c1d9e776e2
vkd3d-shader/tpf: Use vsir_register_init() in shader_sm4_read_param().
2023-09-26 22:07:01 +02:00
Francisco Casas
6f5cb219f4
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_default_control_point_phase().
2023-09-26 22:07:00 +02:00
Francisco Casas
81802e27d0
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_resource_declaration().
2023-09-26 22:06:59 +02:00
Francisco Casas
314c6e4808
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_sampler_declaration().
2023-09-26 22:06:58 +02:00
Francisco Casas
b2f262467f
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_dcl_immediate_constant_buffer().
2023-09-26 22:06:56 +02:00
Francisco Casas
67f0196c33
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_cbv_declaration().
2023-09-26 22:06:55 +02:00
Francisco Casas
04529bc0b7
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_dcl_indexable_temp().
2023-09-26 22:06:54 +02:00
Francisco Casas
e174f6b413
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_hull_shader_builtins().
2023-09-26 22:06:53 +02:00
Francisco Casas
89d7bd7a81
vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_get_invocation_id().
2023-09-26 22:06:52 +02:00
Francisco Casas
5d6899888d
vkd3d-shader: Rename shader_register_init() to vsir_register_init().
2023-09-26 22:06:50 +02:00
Giovanni Mascellani
d9c8b49ea0
vkd3d-shader/ir: Remove dead code during normalisation.
...
The SPIR-V backend generates invalid SPIR-V code when
VSIR has dead code (except for NOPs).
2023-09-25 22:07:27 +02:00
Zebediah Figura
fcda20a8c3
vkd3d-shader/hlsl: Use lower_ir() for lower_sqrt().
2023-09-25 22:07:23 +02:00
Zebediah Figura
496a3a2093
vkd3d-shader/hlsl: Use lower_ir() for lower_division().
2023-09-25 22:07:22 +02:00
Zebediah Figura
ecd781e809
vkd3d-shader/hlsl: Use lower_ir() for lower_int_abs().
2023-09-25 22:07:21 +02:00
Zebediah Figura
7944ee9bed
vkd3d-shader/hlsl: Use lower_ir() for lower_casts_to_bool().
2023-09-25 22:07:20 +02:00
Zebediah Figura
65bf6e997c
vkd3d-shader/hlsl: Use lower_ir() for more passes.
2023-09-25 22:07:18 +02:00
Petrichor Park
976fd67f51
vkd3d-shader/hlsl: Implement intrinsic tan.
...
This commit also extends the trigonometry tests a little bit to make
sure that tan works right.
2023-09-25 22:07:13 +02:00
Conor McCarthy
6ec5e5bf54
vkd3d-shader/dxil: Implement DX instruction LoadInput.
2023-09-25 22:07:09 +02:00
Conor McCarthy
644a06dcca
vkd3d-shader/dxil: Declare shader inputs.
2023-09-25 22:07:08 +02:00
Conor McCarthy
5984b4e455
vkd3d-shader/dxbc: Load input signatures also from ISG1 chunks.
...
When DXBC contains DXIL code it uses ISG1 signatures.
2023-09-25 22:07:06 +02:00
Conor McCarthy
575135a9ce
vkd3d-shader/spirv: Build undefined values once.
2023-09-25 22:07:05 +02:00
Conor McCarthy
3249723972
vkd3d-shader/spirv: Introduce a Static Single Assignment register type.
2023-09-25 22:07:04 +02:00
Conor McCarthy
a67a85989f
vkd3d-shader/d3d-asm: Trace undefined registers.
2023-09-25 22:07:02 +02:00
Conor McCarthy
b765f3c770
vkd3d-shader: Make the paramater allocator slab size at least MAX_REG_OUTPUT.
...
The allocator is used for DXIL input/output parameter arrays.
2023-09-25 22:07:01 +02:00
Zebediah Figura
257a351f37
vkd3d-shader/spirv: Flush NaN to zero in ftoi.
2023-09-25 22:06:45 +02:00
Zebediah Figura
a5b6162d25
vkd3d-shader/spirv: Clamp ftoi upper bound to INT_MAX.
2023-09-25 22:06:44 +02:00
Zebediah Figura
9dee15da5b
vkd3d-shader/spirv: Clamp ftoi lower bound to INT_MIN.
2023-09-25 22:06:43 +02:00
Zebediah Figura
cc893a3368
vkd3d-shader/spirv: Clamp ftou upper bound to UINT_MAX.
2023-09-25 22:06:41 +02:00
Zebediah Figura
491146fa94
vkd3d-shader/spirv: Clamp ftou lower bound to zero.
2023-09-25 22:06:39 +02:00
Nikolay Sivov
485cbe8cb7
vkd3d-shader/hlsl: Add constant folding for 'sat'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-22 11:06:35 +02:00
Nikolay Sivov
89c99cccce
vkd3d-shader/hlsl: Add constant folding for 'exp2'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-22 11:06:34 +02:00
Nikolay Sivov
c16c5caad8
vkd3d-shader/hlsl: Add constant folding for 'fract'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-22 11:06:33 +02:00
Giovanni Mascellani
c69562128a
vkd3d-shader/hlsl: Correctly fold casts from double.
2023-09-22 11:06:29 +02:00
Giovanni Mascellani
49bbd98a04
vkd3d-shader/hlsl: Correctly fold casts from float.
...
I.e., without invoking undefined behavior in the compiler. The rules
are desumed from the the MSDN documentation for ftoi and ftou.
2023-09-22 11:06:28 +02:00
Nikolay Sivov
d9c984c11a
vkd3d-shader/hlsl: Add constant folding for the ternary operator.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-22 11:06:23 +02:00
Nikolay Sivov
6d1ba83856
vkd3d-shader/hlsl: Use conditional moves for arithmetic operators instead of branching.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-22 11:06:22 +02:00
Giovanni Mascellani
34b1c0fe5d
vkd3d-shader/ir: Validate source parameters.
2023-09-22 11:06:18 +02:00
Giovanni Mascellani
603170106c
vkd3d-shader/ir: Validate destination parameters.
2023-09-22 11:06:17 +02:00
Giovanni Mascellani
585e60ad3b
vkd3d-shader/ir: Validate register types.
2023-09-22 11:06:16 +02:00
Giovanni Mascellani
b09cfbda90
vkd3d-shader/ir: Validate instruction handlers.
2023-09-22 11:06:15 +02:00
Giovanni Mascellani
c052cd8998
vkd3d-shader/ir: Introduce a boilerplate to validate the generated IR.
...
For the moment the validator is trivial, it never fails. Checks will
be added incrementally.
2023-09-22 11:06:13 +02:00
Giovanni Mascellani
cf871d2cb2
vkd3d-shader: Embed the parsing location in vkd3d_shader_instruction.
...
So that it can be used for printing meaningful error locations by
downstream processors.
2023-09-22 11:06:12 +02:00
Giovanni Mascellani
531c41306d
vkd3d-shader/dxil: Destroy the SM6 parser on parsing errors.
2023-09-22 11:06:11 +02:00
Giovanni Mascellani
78220ed07e
vkd3d-shader/tpf: Destroy the SM4 parser on parsing errors.
2023-09-22 11:06:10 +02:00
Giovanni Mascellani
a2fb9588c7
vkd3d-shader/d3dbc: Destroy the SM1 parser on parsing errors.
2023-09-22 11:06:09 +02:00
Giovanni Mascellani
d1cb6b41b1
vkd3d-shader/d3dbc: Skip DCL semantic tokens properly.
2023-09-22 11:06:08 +02:00
Giovanni Mascellani
9487cc6ab5
vkd3d-shader/ir: Simplify the control flow in shader_instruction_normalise_io_params().
2023-09-22 11:06:06 +02:00
Giovanni Mascellani
5220125c9f
vkd3d-shader/ir: Fully reinitialize an instruction when making it a NOP.
2023-09-22 11:06:05 +02:00
Giovanni Mascellani
05af25eecb
vkd3d-shader: Rename shader_instruction_init().
2023-09-22 11:06:05 +02:00
Henri Verbeet
90d4529f27
Release 1.9.
2023-09-21 19:16:32 +02:00
Zebediah Figura
9417c7cfb7
vkd3d-shader/d3dbc: Translate sm1 fragment outputs to system values.
2023-09-21 19:16:31 +02:00
Zebediah Figura
1615e5a76b
vkd3d-shader/dxbc: Map sm4 fragment outputs to system values based on their name.
2023-09-21 19:16:29 +02:00
Zebediah Figura
fd120d8f2d
vkd3d-shader: Rename vkd3d_shader_next_stage_info to vkd3d_shader_varying_map_info.
...
It was originally intended that this structure could hold other information
about the next stage which compilation might depend on. For example, compilation
to GLSL needs to know the type of the next shader in some circumstances.
That was never actualized, and since the API is fixed at this point for 1.9, it
makes the most sense to rename the structure to match its actual scope.
The documentation was written and arranged to imply that the structure would
hold other information about the next shader than the varying map; this is
changed accordingly as well.
2023-09-21 19:16:27 +02:00
Henri Verbeet
f796d8668e
vkd3d-shader: Export vkd3d_shader_build_varying_map.
2023-09-19 21:30:35 +02:00
Henri Verbeet
da89da2bf3
vkd3d-shader: Hide support for DXIL sources.
...
Unfortunately this is not sufficiently ready to release.
2023-09-18 21:04:19 +02:00
Giovanni Mascellani
ee28861837
vkd3d-shader/hlsl: Document some possibly obscure HLSL opcodes.
2023-09-14 20:28:55 +02:00
Giovanni Mascellani
f251da574c
vkd3d-shader/hlsl: Remove HLSL_OP3_LERP.
...
It is unused, and it's not clear whether it would be of any help to
have it.
2023-09-14 20:28:54 +02:00
Nikolay Sivov
45541dd9b2
vkd3d-shader/asm: Tweak TEXCOORD declaration name.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-13 23:11:16 +02:00
Nikolay Sivov
ee6c66eb1b
vkd3d-shader/d3dbc: Disallow 1D sampler types when writing sampler declaration.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-13 23:11:14 +02:00
Nikolay Sivov
177ea3bcbd
vkd3d-shader/hlsl: Produce 2D resource declarations and loads for tex1D().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-13 23:11:11 +02:00
Francisco Casas
39563aa5b3
vkd3d-shader/hlsl: Lower matrix swizzles.
2023-09-13 23:10:38 +02:00
Nikolay Sivov
fc2aaee224
vkd3d-shader: Use ternary operator in fmod() implementation.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-07 19:15:26 +02:00
Nikolay Sivov
1002a6b357
vkd3d-shader/tpf: Use 'movc' to implement ternary operator.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-07 19:15:25 +02:00
Nikolay Sivov
c5d680d141
vkd3d-shader/hlsl: Add tex1D() function.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-07 19:15:06 +02:00
Conor McCarthy
3badab2086
vkd3d-shader: Handle size in bytes in spirv_compiler_emit_cbv_declaration().
...
The caller passes a byte size now.
2023-09-04 20:25:33 +02:00
Conor McCarthy
bad4c74002
vkd3d-shader: Match only UAV descriptors in vkd3d_shader_scan_add_uav_flag().
...
Fixes compilation failures in Cyberpunk 2077 due to missing UAV counter
flag.
2023-09-04 20:25:31 +02:00
Zebediah Figura
a597dc8755
vkd3d-shader/hlsl: Define lit() in HLSL.
2023-08-30 22:49:03 +02:00
Zebediah Figura
9ab77658f2
vkd3d-shader/hlsl: Define smoothstep() in HLSL.
2023-08-30 22:49:01 +02:00
Zebediah Figura
d396c4ce27
vkd3d-shader/hlsl: Store the internal name counter in struct hlsl_ctx.
...
This is minutely more efficient than using a global variable and atomic instructions.
2023-08-30 22:48:59 +02:00
Zebediah Figura
f22e52f358
vkd3d-shader/hlsl: Separate an add_user_call() helper.
2023-08-30 22:48:57 +02:00
Zebediah Figura
63e056512d
vkd3d-shader/hlsl: Introduce an hlsl_sprintf_alloc() helper.
2023-08-30 22:48:55 +02:00
Conor McCarthy
d27b8eb2c0
vkd3d-shader/dxil: Implement DX instruction StoreOutput.
2023-08-30 22:48:52 +02:00
Conor McCarthy
bf49a1a95b
vkd3d-shader/dxil: Declare shader outputs.
2023-08-30 22:48:50 +02:00
Conor McCarthy
e54f770669
vkd3d-shader/dxil: Implement the DXIL CALL instruction.
2023-08-30 22:48:48 +02:00
Conor McCarthy
720a087c28
vkd3d-shader/dxil: Replace the result type enum with a bool.
...
Changes to failure handling make the enum unnecessary.
2023-08-30 22:48:47 +02:00
Conor McCarthy
58d6e44501
vkd3d-shader/dxil: Validate the function block count.
2023-08-30 22:48:45 +02:00
Conor McCarthy
61a550017f
vkd3d-shader/spirv: Handle signature element mask left shift in spirv_compiler_emit_output().
...
Element masks can have a left shift in DXIL, but these must start at
bit 0 in the register info. The SPIR-V declaration will either be a
builtin or have SpvDecorationComponent.
2023-08-30 22:48:43 +02:00
Conor McCarthy
ebc461f795
vkd3d-shader/spirv: Handle signature element mask left shift in calculate_clip_or_cull_distance_mask().
...
In DXIL these masks can have a left shift.
2023-08-30 22:48:41 +02:00
Nikolay Sivov
c39c5b3907
vkd3d-shader/hlsl: Add texCUBE() function.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-29 22:07:56 +02:00
Zebediah Figura
9624e2f904
vkd3d-shader/spirv: Declare SRVs and UAVs from the descriptor info.
2023-08-28 20:40:02 +02:00
Zebediah Figura
e8b3561252
vkd3d-shader/spirv: Declare constant buffers from the descriptor info.
2023-08-28 20:40:01 +02:00
Zebediah Figura
547768bcdd
vkd3d-shader/spirv: Declare samplers from the descriptor info.
2023-08-28 20:39:59 +02:00
Zebediah Figura
a1e10e5c90
vkd3d-shader/spirv: Split spirv_compiler_has_combined_sampler() into two functions.
...
These functions do not really share any code in common.
2023-08-28 20:39:57 +02:00
Nikolay Sivov
18c1477464
vkd3d-shader/hlsl: Ignore 'inline' modifier for functions.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-28 20:39:53 +02:00
Conor McCarthy
61841e9423
vkd3d-shader/tpf: Handle the swizzle type bitfield in dst param tokens.
2023-08-28 20:39:49 +02:00
Conor McCarthy
eddae47062
vkd3d-shader/tpf: Handle the dimension bitfield in dst param tokens.
...
A zero mask is still emitted for some scalar registers. This has no
effect on current tests, but keeping the correction is probably a good
idea.
2023-08-28 20:39:48 +02:00
Conor McCarthy
92021b7a3c
vkd3d-shader/tpf: Use the default vec4 swizzle if a src param contains a mask.
2023-08-28 20:39:46 +02:00
Conor McCarthy
7e5d9e3b6f
vkd3d-shader/tpf: Handle the dimension bitfield in src param tokens.
2023-08-28 20:39:45 +02:00
Conor McCarthy
5c706152fa
vkd3d-shader/tpf: Validate the src register of case conditions.
...
Case values are constants in TPF.
2023-08-28 20:39:43 +02:00
Francisco Casas
ed9e236b01
vkd3d-shader/tpf: Avoid reading constant value components beyond type's width (Valgrind).
...
We are passing map writemasks that may have more components than the
constant's data type, so a (j < width) check is added to avoid reading
components from the constant that are not intended to be used.
Remaining values in the register are initialized to zero.
2023-08-24 21:43:55 +02:00
Nikolay Sivov
89eda51855
vkd3d-shader/hlsl: Change warning code for unknown loop attributes.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-24 21:43:50 +02:00
Nikolay Sivov
1153f6bb34
vkd3d-shader/hlsl: Parse "if" statement attributes.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-24 21:43:49 +02:00
Zebediah Figura
926575a6f3
vkd3d-shader/hlsl: Force sm1 inputs to be 4-component only for vertex shaders.
...
Pixel shaders still have an appropriate writemask.
2023-08-24 21:43:44 +02:00
Zebediah Figura
622311da8e
vkd3d-shader: Add a flag marking raw buffers to struct vkd3d_shader_descriptor_info.
2023-08-23 22:45:04 +02:00
Zebediah Figura
c1ebba9515
vkd3d-shader: Add structure stride to struct vkd3d_shader_descriptor_info1.
2023-08-23 22:45:04 +02:00
Zebediah Figura
88f85ffb50
vkd3d-shader: Add constant buffer size to struct vkd3d_shader_descriptor_info1.
2023-08-23 22:45:04 +02:00
Zebediah Figura
8c465c81cf
vkd3d-shader: Add sample count to struct vkd3d_shader_descriptor_info1.
2023-08-23 22:45:04 +02:00
Zebediah Figura
ccedb7f711
vkd3d-shader: Set descriptor flags in the caller to vkd3d_shader_scan_add_descriptor().
...
Return the vkd3d_shader_descriptor_info1 from that function.
2023-08-23 22:45:02 +02:00
Nikolay Sivov
4f2e07a45d
vkd3d-shader/hlsl: Allow 'const' modifier without initializer in the global scope.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-15 21:51:50 +02:00
Zebediah Figura
240b9424fb
vkd3d-shader/hlsl: Pass an hlsl_block pointer to append_output_copy().
2023-08-15 21:51:47 +02:00
Zebediah Figura
a04e3a51dd
vkd3d-shader/hlsl: Pass an hlsl_block pointer to prepend_input_copy().
2023-08-15 21:51:39 +02:00
Zebediah Figura
7a4ac1afb1
vkd3d-shader/hlsl: Pass an hlsl_block pointer to prepend_uniform_copy().
2023-08-15 21:51:37 +02:00
Francisco Casas
96f66aa4f8
vkd3d-shader/d3dbc: Use the bind count instead of the allocation size in d3dbc.c.
...
This should have no effect, since in SM1 the allocation size is the
same as the bind count because there are no texture registers.
It is just done for consistency.
2023-08-15 21:51:33 +02:00
Francisco Casas
d4a49d788a
vkd3d-shader/hlsl: Simplify computation of allocation size.
2023-08-15 21:51:32 +02:00
Francisco Casas
37cfbe47d7
vkd3d-shader/hlsl: Sort synthetic separated samplers first for SM4.
2023-08-15 21:51:31 +02:00
Francisco Casas
81afe43569
vkd3d-shader/tpf: Put the actual bind count in the RDEF table.
2023-08-15 21:51:29 +02:00
Francisco Casas
7eba063136
vkd3d-shader/hlsl: Rename hlsl_reg.bind_count to hlsl_reg.allocation_size.
...
We have to distinguish between the "bind count" and the "allocation size"
of variables.
The "allocation size" affects the starting register id for the resource to
be allocated next, while the "bind count" is determined by the last field
actually used. The former may be larger than the latter.
What we are currently calling hlsl_reg.bind_count is actually the
"allocation size", so a rename is in order.
The real "bind count", which will be introduced in following patches,
is important because it is what should be shown in the RDEF table and
some resource allocation rules depend on it.
For instance, for this shader:
texture2D texs[3];
texture2D tex;
float4 main() : sv_target
{
return texs[0].Load(int3(0, 0, 0)) + tex.Load(int3(0, 0, 0));
}
the variable "texs" has a "bind count" of 1, but an "allocation size" of
3:
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// texs texture float4 2d t0 1
// tex texture float4 2d t3 1
2023-08-15 21:51:27 +02:00
Nikolay Sivov
98f63c46f8
vkd3d-shader/hlsl: Use type width in fold_rcp().
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:21 +02:00
Nikolay Sivov
932c5e36dc
vkd3d-shader/hlsl: Add constant folding for 'log2'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:20 +02:00
Nikolay Sivov
58bc61e48d
vkd3d-shader/hlsl: Add constant folding for 'sqrt'.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:18 +02:00
Nikolay Sivov
7e99188dc7
vkd3d-shader: Add constant folding for 'dp2add' operation.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:15 +02:00
Nikolay Sivov
25ff56769b
vkd3d-shader: Add constant folding for the 'dot' operation.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:15 +02:00
Zebediah Figura
983d01df8c
vkd3d-shader: Get rid of the uav_ranges array.
...
This is now redundant; the register ID is encoded into the scan descriptors.
2023-08-14 18:38:11 +02:00
Zebediah Figura
7d02922541
vkd3d-shader: Add register ID to struct vkd3d_shader_descriptor_info1.
2023-08-14 18:38:11 +02:00
Zebediah Figura
4e9798f6f7
vkd3d-shader: Introduce struct vkd3d_shader_scan_descriptor_info1.
2023-08-14 18:38:11 +02:00
Zebediah Figura
fd4a820c4b
vkd3d-shader: Centralize cleanup on error in scan_with_parser().
2023-08-14 18:38:11 +02:00
Zebediah Figura
9c5cb2de18
vkd3d-shader: Factor more code into vkd3d_shader_scan_get_uav_descriptor_info().
2023-08-14 18:38:11 +02:00
Francisco Casas
8484bd59a6
vkd3d-shader/tpf: Separate dst register write function.
2023-08-14 18:38:08 +02:00
Francisco Casas
d1c45fe2f0
vkd3d-shader/tpf: Separate src register write function.
2023-08-14 18:38:07 +02:00
Francisco Casas
2258e9d0f3
vkd3d-shader/tpf: Make register_type_table an array of structs with lookup tables.
2023-08-14 18:38:06 +02:00
Francisco Casas
c77e5f1c1f
vkd3d-shader/tpf: Introduce struct tpf_writer to group sm4 write arguments.
...
We will add register information lookup tables on this struct later.
They will be used by sm4_encode_register(), and thus, they will be
required by write_sm4_instruction().
2023-08-14 18:38:05 +02:00
Francisco Casas
a584499c8a
vkd3d-shader/tpf: Use struct vkd3d_shader_register_index in sm4_register.idx[].
2023-08-14 18:38:04 +02:00
Francisco Casas
fc589add49
vkd3d-shader/tpf: Allow passing NULL register type on hlsl_sm4_register_from_semantic().
2023-08-14 18:38:03 +02:00
Francisco Casas
8a6a620ee2
vkd3d-shader/tpf: Use enum vkd3d_shader_register_type in sm4_register.type.
2023-08-14 18:38:01 +02:00
Zebediah Figura
cf6bc95a3d
vkd3d-shader/hlsl: Use hlsl_block_add_instr() in clone_block().
2023-08-08 21:15:16 +09:00
Zebediah Figura
4ae00cea43
vkd3d-shader/hlsl: Clean up the static_initializers block when the context is destroyed (Valgrind).
...
This is currently leaked if we fail parsing before reaching codegen.
2023-08-08 21:15:13 +09:00
Zebediah Figura
b22e2113a6
vkd3d-shader/hlsl: Pass a hlsl_block pointer to dump_instr_list().
2023-08-08 21:15:10 +09:00
Zebediah Figura
0652bb1950
vkd3d-shader/hlsl: Store the "instrs" field of struct hlsl_attribute as a hlsl_block.
2023-08-08 21:15:08 +09:00
Zebediah Figura
372ddd1f29
vkd3d-shader/hlsl: Pass an hlsl_block pointer to add_load_component().
2023-08-08 21:15:05 +09:00
Zebediah Figura
f649db23a5
vkd3d-shader: Introduce a function to build a varying map between sm1 stages.
2023-08-03 21:20:44 +09:00
Zebediah Figura
d932fba7c3
vkd3d-shader/spirv: Make output varyings not consumed by the next stage private variables.
2023-08-03 21:20:42 +09:00
Zebediah Figura
11475ef62a
vkd3d-shader: Implement remapping shader output registers to match the next shader's semantics.
2023-08-03 21:20:42 +09:00
Zebediah Figura
cb96482500
vkd3d-shader: Add a separate field for the target location of a signature element.
...
We want to be able to remap input signatures based on the signature index, but
signature normalization both reorders the signature, and requires the old
register index, so add a new field for this.
2023-08-03 21:20:39 +09:00
Zebediah Figura
bad72d1874
vkd3d-shader/d3dbc: Make sure all inter-stage varyings have a unique register index.
...
spirv will need this.
2023-08-03 21:20:22 +09:00
Zebediah Figura
b4bb3931c5
vkd3d-shader/preproc: Append spaces between tokens in macro invocations.
2023-08-02 20:19:21 +09:00
Zebediah Figura
250a24bd3f
vkd3d-shader/preproc: Strip whitespace when stringifying.
2023-08-02 20:19:20 +09:00
Zebediah Figura
6fc3ae2b5c
vkd3d-shader/preproc: Stringify text immediately in macro invocations.
2023-08-02 20:19:19 +09:00
Zebediah Figura
cbb1d84069
vkd3d-shader/preproc: Separate a preproc_stringify() helper.
2023-08-02 20:19:18 +09:00
Zebediah Figura
3a235b57f6
vkd3d-shader/preproc: Expand macro arguments in macro invocations.
...
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55361
2023-08-02 20:19:17 +09:00
Zebediah Figura
9b98489155
vkd3d-shader/preproc: Parse hash marks as two separate tokens when not in stringification contexts.
2023-08-02 20:19:15 +09:00
Zebediah Figura
9a80ff28e4
vkd3d-shader/tpf: Check buffer->status in add_section().
2023-08-02 20:19:00 +09:00
Zebediah Figura
71afb78126
vkd3d-shader/d3dbc: Return ctx->result from hlsl_sm1_write().
2023-08-02 20:18:59 +09:00
Zebediah Figura
6e370777b4
vkd3d-shader/d3dbc: Free vkd3d_bytecode_buffer data on failure.
2023-08-02 20:18:58 +09:00
Zebediah Figura
1bd873fb2b
vkd3d-shader/d3dbc: Skip generic sampler declarations.
...
Instead of asserting.
2023-08-02 20:18:56 +09:00
Nikolay Sivov
bfdd5c142d
vkd3d-shader/tpf: Add support for writing 'resinfo' instruction.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-07-31 21:07:50 +09:00
Nikolay Sivov
78719dc814
vkd3d-shader/tpf: Add support for writing 'sampleinfo' instruction.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-07-31 21:07:49 +09:00
Nikolay Sivov
d50b5fe767
vkd3d-shader/hlsl: Parse GetDimensions() method.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-07-31 21:07:48 +09:00
Zebediah Figura
819c5f1943
vkd3d-shader/hlsl: Pass an hlsl_block pointer to add_expr().
2023-07-27 17:17:48 +09:00
Zebediah Figura
9d94506313
vkd3d-shader/hlsl: Pass an hlsl_block pointer to add_cast().
2023-07-27 17:17:47 +09:00
Zebediah Figura
fe70ee2158
vkd3d-shader/hlsl: Pass an hlsl_block pointer to add_implicit_conversion().
2023-07-27 17:17:46 +09:00
Zebediah Figura
21d5ee4df2
vkd3d-shader/hlsl: Pass an hlsl_block pointer to add_array_access().
2023-07-27 17:17:41 +09:00
Zebediah Figura
c861a937e8
vkd3d-shader/hlsl: Pass an hlsl_block pointer to add_method_call().
2023-07-27 17:17:37 +09:00
Zebediah Figura
f95ab2a5e8
vkd3d-shader/hlsl: Pass an hlsl_block pointer to add_assignment().
2023-07-24 22:41:16 +02:00
Zebediah Figura
7e7a6d3691
vkd3d-shader/hlsl: Pass a hlsl_block pointer to hlsl_add_conditional().
2023-07-24 22:41:15 +02:00
Zebediah Figura
80b9f52010
vkd3d-shader/hlsl: Use a hlsl_block to build replacement instructions in lower_discard_neg().
2023-07-24 22:41:14 +02:00
Zebediah Figura
3a07df8476
vkd3d-shader/hlsl: Use a hlsl_block to build replacement instructions in lower_float_modulus().
2023-07-24 22:41:13 +02:00
Zebediah Figura
0dee96ead6
vkd3d-shader/hlsl: Use a hlsl_block to build replacement instructions in lower_int_modulus().
2023-07-24 22:41:12 +02:00
Nikolay Sivov
bd3d4a6c06
vkd3d-shader: Add compiler option to specify matrix majority.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-07-24 22:41:09 +02:00
Zebediah Figura
d52eb8595f
vkd3d-shader/hlsl: Use a hlsl_block to build replacement instructions in lower_int_division().
2023-07-20 22:33:01 +02:00
Zebediah Figura
cdabe172cb
vkd3d-shader/hlsl: Return a hlsl_block from the "declaration" and "struct_declaration" rules.
2023-07-20 22:33:00 +02:00
Zebediah Figura
54bd6f7b4b
vkd3d-shader/hlsl: Return a hlsl_block from the "declaration_statement" rule.
2023-07-20 22:32:59 +02:00
Zebediah Figura
77e1c5893e
vkd3d-shader/hlsl: Return a hlsl_block from the "primary_expr" rule.
2023-07-20 22:32:57 +02:00
Conor McCarthy
c0a2bb1095
vkd3d-shader/dxil: Emit undefined constants.
2023-07-20 22:32:53 +02:00
Conor McCarthy
402c93fa68
vkd3d-shader/spirv: Introduce an undefined register type.
2023-07-20 22:32:52 +02:00
Conor McCarthy
3e553aaaa7
vkd3d-shader/dxil: Emit the shader instructions.
...
Sufficient for compiling a no-op pixel shader.
2023-07-20 22:32:51 +02:00
Conor McCarthy
f26d47585f
vkd3d-shader/spirv: Do not normalise Shader Model 6 shaders.
2023-07-20 22:32:50 +02:00
Conor McCarthy
8fe6d2eeac
vkd3d-shader/dxil: Return an error from sm6_parser_globals_init() on invalid operand count.
2023-07-20 22:32:48 +02:00
Zebediah Figura
e0e261eac3
vkd3d-shader/spirv: Emit variables for flat constant buffers.
2023-07-17 22:56:47 +02:00
Zebediah Figura
25cf6a720b
vkd3d-shader/ir: Normalise sm1-style constants.
2023-07-17 22:56:45 +02:00
Zebediah Figura
e9fb067d4c
vkd3d-shader/ir: Move normalization code from spirv.c to ir.c.
...
It is not spirv-specific and will (presumably) be used for GLSL as well.
2023-07-17 22:56:43 +02:00
Zebediah Figura
d077562f79
vkd3d-shader/d3dbc: Scan descriptors for constant register sets.
2023-07-17 22:56:39 +02:00
Zebediah Figura
44bf5556ae
vkd3d-shader/hlsl: Free the constant defs array in hlsl_ctx_cleanup().
...
Spotted by Francisco Casas.
2023-07-17 22:56:19 +02:00
Nikolay Sivov
63631a8fd4
vkd3d-shader/tpf: Support some of the UAV types when writing RDEF records.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-07-17 22:56:05 +02:00
Francisco Casas
3bafd036bb
vkd3d-shader/hlsl: Don't allocate all texture registers for synthetic separated samplers.
2023-07-17 22:55:53 +02:00
Zebediah Figura
a55973d695
vkd3d-shader/hlsl: Lower combined samplers to separate sampler and texture objects for SM4.
...
Co-authored-by: Francisco Casas <fcasas@codeweavers.com>
2023-07-17 22:55:51 +02:00
Francisco Casas
15ea5ff9db
vkd3d-shader/hlsl: Separate tracking of sampler_dim and usage for object components.
2023-07-17 22:55:48 +02:00
Francisco Casas
c4f074d25d
vkd3d-shader/hlsl: Introduce hlsl_new_synthetic_var_named().
2023-07-17 22:55:46 +02:00
Francisco Casas
866c5d9531
vkd3d-shader/hlsl: Check is_uniform instead of HLSL_STORAGE_UNIFORM when validating object refs.
...
We are using the hlsl_ir_var.is_uniform flag to indicate when an object
is a uniform copy created from a variable with the HLSL_STORAGE_UNIFORM
modifier.
We should be checking for this instead of the HLSL_STORAGE_UNIFORM flag
which is also set to 1 for the original variables, and there should be
no reason to use this flag instead of "is_uniform" after the uniform
copies and combined/separated samplers are created.
2023-07-17 22:55:43 +02:00
Francisco Casas
c58d666d1b
vkd3d-shader/hlsl: Handle resource components individually for SM 5.0.
2023-07-17 22:55:40 +02:00
Francisco Casas
8f8c7a02ee
vkd3d-shader/tpf: Introduce struct extern_resource.
...
This struct is required for handling both whole-variable resources for
SM < 5 and single-component resources for SM 5 in the same way, when
writting the RDEF block and resource declarations within the shader.
2023-07-17 22:55:39 +02:00
Francisco Casas
ae6bc398d6
vkd3d-shader/hlsl: Allow derefs to provide the data_type.
...
After lowering the derefs path to a single offset node, there was no way
of knowing the type of the referenced part of the variable. This little
modification allows to avoid having to pass the data type everywhere and
it is required for supporting instructions that reference objects
components within struct types.
Since deref->data_type allows us to retrieve the type of the deref,
deref->offset_regset is no longer necessary.
2023-07-17 22:55:36 +02:00
Zebediah Figura
d4b5e79c8b
vkd3d-shader/hlsl: Skip unallocated variables when looking for reservation conflicts.
2023-07-13 23:00:03 +02:00
Zebediah Figura
aec9ea085e
vkd3d-shader/hlsl: Return a hlsl_block from the "postfix_expr" rule.
2023-07-11 22:44:15 +02:00
Zebediah Figura
e222a786a1
vkd3d-shader/hlsl: Return a hlsl_block from binary and ternary expression rules.
2023-07-11 22:44:12 +02:00
Zebediah Figura
3079c874e3
vkd3d-shader/hlsl: Return a hlsl_block from the "unary_expr" rule.
2023-07-11 22:44:10 +02:00
Zebediah Figura
28dff58fb5
vkd3d-shader/hlsl: Return a hlsl_block from the "initializer_expr" rule.
2023-07-11 22:44:09 +02:00
Zebediah Figura
53d5ea639c
vkd3d-shader/hlsl: Return a hlsl_block from the "assignment_expr" rule.
2023-07-11 22:44:06 +02:00
Conor McCarthy
1ec112e3d7
vkd3d-shader/dxil: Read function bodies.
2023-07-11 22:43:58 +02:00
Conor McCarthy
5d33fb4633
vkd3d-shader/dxil: Read numeric constants.
2023-07-11 22:43:57 +02:00
Conor McCarthy
c96143abdc
vkd3d-shader/dxil: Read global function declarations.
2023-07-11 22:43:55 +02:00
Conor McCarthy
22157c3da3
vkd3d-shader/dxil: Validate the module format version.
2023-07-11 22:43:53 +02:00
Conor McCarthy
eca4b62c7e
vkd3d-shader/dxil: Read the value symbol table.
2023-07-11 22:43:49 +02:00
Conor McCarthy
571d807dd8
vkd3d-shader/dxil: Read the type table.
2023-07-11 22:43:48 +02:00
Conor McCarthy
41a5d37935
vkd3d-shader/dxil: Use size_t where applicable.
2023-07-11 22:43:46 +02:00
Andrey Gusev
d4d960cb8b
vkd3d-shader/spirv: Add support for VKD3DSIM_LINEAR_NOPERSPECTIVE_SAMPLE interpolation qualifier.
...
Used by F1 2018.
2023-07-10 23:17:59 +02:00
Zebediah Figura
6e303af519
vkd3d-shader/hlsl: Free the "iter" block pointer on success in create_loop().
...
Spotted by Giovanni Mascellani.
2023-07-05 22:32:48 +02:00
Zebediah Figura
b0ac77b44d
vkd3d-shader/hlsl: Return a hlsl_block from the "expr_statement" and "expr" rules.
2023-07-05 22:32:47 +02:00
Zebediah Figura
07ce711583
vkd3d-shader/hlsl: Return a hlsl_block from the "jump_statement" rule.
2023-07-05 22:32:46 +02:00
Zebediah Figura
e4bf5933b9
vkd3d-shader/hlsl: Return a hlsl_block from the "selection_statement" rule.
2023-07-05 22:32:45 +02:00
Zebediah Figura
79dd9544b7
vkd3d-shader/hlsl: Return a hlsl_block from the "loop_statement" rule.
2023-07-05 22:32:43 +02:00
Zebediah Figura
23ff83e8a0
vkd3d-shader/hlsl: Return a hlsl_block from the "statement" rule.
...
As well as from the "statement_list" and "compound_statement" rules, which
trivially pass through from "statement".
2023-07-05 22:32:41 +02:00
Zebediah Figura
53e9ad3e4c
vkd3d-shader/hlsl: Do not emit DEF instructions for uniform constants.
2023-07-04 22:40:20 +02:00
Zebediah Figura
e5afbda34a
vkd3d-shader/hlsl: Simplify allocate_const_registers_recurse() to stop accounting for constants larger than a vector.
...
That cannot happen with the current code.
2023-07-04 22:40:16 +02:00
Zebediah Figura
8a2b357855
vkd3d-shader/hlsl: Allocate anonymous constants after uniforms.
2023-07-04 22:40:13 +02:00
Zebediah Figura
717cd3f5bb
vkd3d-shader/hlsl: Consistently use the destination width in constant folding instructions (Valgrind).
2023-07-04 22:40:06 +02:00
Zebediah Figura
e390bc35e2
vkd3d-shader/d3dbc: Set the source count for DEF instructions to 1 (Valgrind).
...
We emit one source with multiple components.
2023-07-04 22:40:04 +02:00
Nikolay Sivov
06040d2a30
vkd3d-shader/hlsl: Disallow certain instruction types from constant expressions.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-07-04 22:39:57 +02:00
Nikolay Sivov
a65c0b0e22
vkd3d-shader/hlsl: Support evaluated expressions for sample count in multisampled textures declarations.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-07-04 22:39:55 +02:00
Zebediah Figura
73d422a0e0
vkd3d-shader/d3dbc: Scan for the maximum temporary register index.
2023-07-04 22:39:48 +02:00
Zebediah Figura
e489098878
vkd3d-shader: Record a global temporary count per sm4 shader.
...
Store it in the shader_desc, and declare temps from that when compiling SPIR-V,
instead of parsing dcl_instructions.
As part of this change, we declare a single, global temps array (with Private
scope instead of Function) which is as large as the maximum of all dcl_temps
instructions. It is not clear to me whether this will improve, hurt, or have no
significant effect on the lower-level compiler. An alternative is to still
redeclare a new temps array every time (although still with a smaller size).
2023-07-04 22:39:45 +02:00
Zebediah Figura
dfb2a316e6
vkd3d-shader/dxbc: Remove redundant zero-initialization of the vkd3d_shader_desc structure.
2023-07-04 22:39:43 +02:00
Nikolay Sivov
300f3462a4
vkd3d-shader/hlsl: Add constant folding for 'rcp'.
2023-07-04 22:39:36 +02:00
Francisco Casas
01800942a9
vkd3d-shader/hlsl: Declare vars individually when parsing struct declarations.
...
A struct declaration with variables is now absorbed into the 'declaration'
rule, like any other variable declaration.
A struct declaration without variables is now reduced to the
'struct_declaration_without_vars' rule.
They both are reduced to a 'declaration_statement' in the end.
2023-07-04 22:39:24 +02:00
Francisco Casas
62c891b796
vkd3d-shader/hlsl: Declare vars individually when parsing regular declarations.
...
In a declaration with multiple variables, the variables must be created
before the initializer of the next variable is parsed. This is required
for initializers such as:
float a = 1, b = a, c = b + 1;
A requisite for this is that the type information is parsed in the same
rule as the first variable (as a variable_def_typed) so it is
immediately available to declare the first variable. Then, the next
untyped variable declaration is parsed, and the type from the first
variable can be used to declare the second, before the third is parsed,
and so on.
2023-07-04 22:39:21 +02:00
Francisco Casas
a34cf2e64e
vkd3d-shader/hlsl: Split declare_vars().
...
Basically, declare_vars() is separated in three functions:
1. check_invalid_in_out_modifiers(), which is to be called once per
declaration and emits an error when in or out modifiers are used for
these non-parameter variables.
2. declare_var(), which now handles one variable at the time and doesn't
free any memory.
3. initialize_vars(), which takes care of preparing the initialization
instructions of several variables and frees their struct
parse_variable_def, using exclusively free_parse_variable_def().
This allows to declare variables individually before the initializer of
the next variable in the same declaration is parsed, which is used in
the following patches.
Also, simplifies memory management.
2023-07-04 22:39:18 +02:00
Francisco Casas
e4d94d955c
vkd3d-shader/hlsl: Support fine derivates.
2023-07-04 22:39:12 +02:00
Francisco Casas
ff31284f8d
vkd3d-shader/hlsl: Support coarse derivates.
2023-07-04 22:39:10 +02:00
Conor McCarthy
de25e88901
vkd3d-shader/dxil: Read and validate global abbreviated operands.
2023-06-28 21:40:37 +02:00
Conor McCarthy
e9a8bfb2c4
vkd3d-shader/dxil: Read and validate local abbreviated operands.
2023-06-28 21:40:36 +02:00
Conor McCarthy
6775f7ba66
vkd3d-shader/dxil: Read and validate DXIL bitcode unabbreviated blocks.
2023-06-28 21:40:34 +02:00
Nikolay Sivov
69f32796b0
vkd3d-shader: Unify static string arrays initialization pattern.
2023-06-28 21:40:21 +02:00
Zebediah Figura
9ccba35dde
vkd3d-shader/hlsl: Store the fields of struct parse_if_body as hlsl_block pointers.
2023-06-28 21:40:18 +02:00
Zebediah Figura
8fa1750206
vkd3d-shader/hlsl: Store the "instrs" field of struct parse_initializer as a hlsl_block pointer.
2023-06-28 21:40:16 +02:00
Zebediah Figura
7d521db3db
vkd3d-shader/hlsl: Merge the "discard_statement" rule into "jump_statement".
2023-06-28 21:40:15 +02:00
Zebediah Figura
588784e4dc
vkd3d-shader/hlsl: Use add_unary_arithmetic_expr() in the subtraction rule.
2023-06-28 21:40:14 +02:00
Zebediah Figura
b4bf5af475
vkd3d-shader/hlsl: Factor out add_binary_expr_merge().
2023-06-28 21:40:12 +02:00
Giovanni Mascellani
bdfec4886d
vkd3d-shader/hlsl: Fold logical expressions.
2023-06-27 22:34:33 +02:00
Giovanni Mascellani
5a05fabe62
vkd3d-shader/hlsl: Fold floating point minimum expressions.
2023-06-27 22:34:30 +02:00
Giovanni Mascellani
2a2943c2cf
vkd3d-shader/hlsl: Fold floating point maximum expressions.
2023-06-27 22:34:29 +02:00
Giovanni Mascellani
358d656262
vkd3d-shader/hlsl: Fold greater-than-or-equal comparisons.
2023-06-27 22:34:28 +02:00
Giovanni Mascellani
bf452b5907
vkd3d-shader/hlsl: Fold less-than comparisons.
2023-06-27 22:34:27 +02:00
Giovanni Mascellani
488af14144
vkd3d-shader/hlsl: Fold equality comparisons.
2023-06-27 22:34:25 +02:00
Giovanni Mascellani
6c9f6d0fcf
vkd3d-shader/hlsl: Sort constant folding helpers alphabetically.
2023-06-27 22:34:24 +02:00
Nikolay Sivov
4ed60cda13
vkd3d-shader: Remove extra newlines from compiler messages.
2023-06-27 22:34:19 +02:00
Nikolay Sivov
9ccf291971
vkd3d-shader/hlsl: Use profile version testing helpers in more places.
2023-06-27 22:34:05 +02:00
Nikolay Sivov
5c02e12187
vkd3d-shader/hlsl: Make sample count optional for SM4.1+.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-06-27 22:34:03 +02:00
Nikolay Sivov
861078d63a
vkd3d-shader/hlsl: Handle 'texkill' discard type for sm4+.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-06-27 22:33:50 +02:00
Nikolay Sivov
8d84e206ab
vkd3d-shader/hlsl: Parse clip() function.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-06-27 22:33:48 +02:00
Nikolay Sivov
b40179da3a
vkd3d-shader/hlsl: Add a parameter for jump nodes and use it for 'discard'.
2023-06-27 22:33:47 +02:00
Zebediah Figura
7e1fcdca89
vkd3d-shader: Synthesize signatures for d3dbc shaders.
2023-06-27 22:33:41 +02:00
Zebediah Figura
20190a1388
vkd3d-shader: Introduce an API to retrieve all signatures from DXBC shaders.
2023-06-27 22:33:41 +02:00
Stefan Dösinger
5e88ab22aa
vkd3d-shader/hlsl: Make sure variants is initialized in declare_predefined_types().
...
MSVC is too stupid to see it is unused when n_variants=0.
2023-06-27 22:33:31 +02:00
Henri Verbeet
771e442af1
Release 1.8.
2023-06-22 22:00:20 +02:00
Nikolay Sivov
c8ffe8e1a8
vkd3d-shader/hlsl: Don't report a register type mismatch for unused reserved variables.
2023-06-22 22:00:19 +02:00
Zebediah Figura
d6ac823dd6
vkd3d-shader/hlsl: Don't set "allocated" for unused reserved variables.
2023-06-22 22:00:17 +02:00
Zebediah Figura
1c1f1094a5
vkd3d-shader/hlsl: Handle reserved vars specially in get_allocated_object().
2023-06-22 22:00:16 +02:00
Francisco Casas
c1ca0dafe8
vkd3d-shader/d3dbc: Avoid hlsl_type_get_regset() in d3dbc.c.
...
In SM1 we can expect all variables to always belong to a single regset.
structs in particular, should always be allocated to HLSL_REGSET_NUM,
since they are only allowed if all their components are numeric.
We are not covering the structs case because of the use of
hlsl_type_get_regset(), which is currently not defined for structs.
So the current shader
struct
{
float4 a;
float4 b;
} apple;
float4 main() : sv_target
{
return apple.a + apple.b;
}
fails with
vkd3d/libs/vkd3d-shader/hlsl.c:224: Aborting, reached unreachable code.
The solution is to iterate over all regsets to find the one where the
variable is allocated (if any), and ignore all others.
2023-06-22 22:00:14 +02:00
Conor McCarthy
bce2a898b3
vkd3d-shader/spirv: Take ownership of the shader signatures in spirv_compiler_create().
...
Fixes leakage of the replacement elements in shader_signature_merge().
2023-06-19 22:44:07 +02:00
Zebediah Figura
df0a031ad8
vkd3d-shader/spirv: Retrieve input sysvals from the signature for geometry shaders as well.
...
This only affects clip and cull distances. The HLSL compiler emits these using
dcl_input, but the previous shader (vertex or TES) will write them as a SPIRV
builtin, and hence we want to read this as a SPIRV builtin as well.
This fixes validation errors in Wine's test_clip_distance().
2023-06-12 22:50:19 +02:00
Nikolay Sivov
d856be0519
vkd3d-shader/hlsl: Handle static constants in array size expressions.
2023-06-12 22:50:12 +02:00
Nikolay Sivov
99314b6340
vkd3d-shader/hlsl: Store static initialization instructions in a block.
2023-06-12 22:50:11 +02:00
Francisco Casas
5dee6561c2
vkd3d-shader/hlsl: Fold redundant casts again after lower narrowing casts.
...
lower_narrowing_casts() currently creates a new cast calling
hlsl_new_cast(). This cast may be redundant, but it is not folded, which
is making SM1 emit an unnecessary fixme in some shaders:
Aborting due to not yet implemented feature: SM1 "cast" expression.
Other passes that call hlsl_new_cast() are lower_int_division() and
lower_int_modulus(), so the new fold_redundant_casts() pass is called
after these as well.
2023-06-08 23:21:40 +02:00
Zebediah Figura
f34b107faf
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_constant().
2023-06-08 18:50:35 +02:00
Zebediah Figura
740b0ad807
vkd3d-shader/hlsl: Pass a hlsl_constant_value pointer to hlsl_new_constant().
2023-06-08 18:50:34 +02:00
Zebediah Figura
79f443d131
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_bit_or().
2023-06-08 18:50:32 +02:00
Zebediah Figura
1049f489bb
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_bit_and().
2023-06-08 18:50:31 +02:00
Zebediah Figura
a7a09ac5ef
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_bit_xor().
2023-06-08 18:50:30 +02:00
Zebediah Figura
974528cbe3
vkd3d-shader/hlsl: Only read used coordinates in encode_texel_offset_as_aoffimmi().
...
The V and W offsets may be uninitialized, which may spuriously trigger "out of range" errors.
2023-06-08 18:50:28 +02:00
Zebediah Figura
7b476573ff
vkd3d-shader/hlsl: Use the writemask to map the coords swizzle for load instructions.
...
Instead of modifying the swizzle after calling sm4_src_from_node().
This fixes the case where sm4_src_from_node() returns an immediate constant.
Fixes: a471c5567a
2023-06-08 18:50:26 +02:00
Francisco Casas
ebf7573571
vkd3d-shader/hlsl: Support non-constant vector indexing.
...
Non-constant vector indexing is not solved with relative addressing
in the register indexes because this indexation cannot be at the level
of register-components.
Mathematical operations must be used instead.
2023-06-07 20:48:59 +02:00
Francisco Casas
6cfa8cf859
vkd3d-shader/hlsl: Lower dot for non-float types.
2023-06-07 20:48:58 +02:00
Francisco Casas
441902bb85
vkd3d-shader/hlsl: Introduce transform_derefs().
2023-06-07 20:48:57 +02:00
Nikolay Sivov
82ddc6b417
vkd3d-shader/hlsl: Fix sampler type used for samplerCUBE.
2023-06-05 22:27:36 +02:00
Nikolay Sivov
ccad49d486
vkd3d-shader/d3d-asm: Fix 3D sampler declaration instruction name.
2023-06-05 22:27:33 +02:00
Giovanni Mascellani
7c360330d7
vkd3d-shader/tpf: Do not emit HLSL_IR_CONSTANT instructions.
...
Since constants are now inlined.
2023-05-29 20:21:29 +02:00
Giovanni Mascellani
a471c5567a
vkd3d-shader/tpf: Emit constant values inline.
2023-05-29 20:21:27 +02:00
Giovanni Mascellani
a7de09d418
vkd3d-shader/tpf: Move sm4_src_from_constant_value() above.
...
So that it can be used by sm4_src_from_node() in later commits.
2023-05-29 20:21:25 +02:00
Giovanni Mascellani
4ecd3af2af
vkd3d-shader/tpf: Use a semicolon to separate statements.
2023-05-29 20:21:23 +02:00
Nikolay Sivov
a2e85a8a76
vkd3d-shader/hlsl: Parse SampleCmpLevelZero() method.
2023-05-29 20:21:17 +02:00
Nikolay Sivov
c33219c97b
vkd3d-shader/tpf: Write out comparison mode sampler declarations and corresponding sampling instruction.
2023-05-29 20:21:16 +02:00
Nikolay Sivov
2fd3550ba6
vkd3d-shader/hlsl: Parse SampleCmp() method.
2023-05-29 20:21:14 +02:00
Nikolay Sivov
7c94705c54
vkd3d-shader/hlsl: Parse SamplerComparisonState objects.
2023-05-29 20:21:11 +02:00
Nikolay Sivov
efe107d231
vkd3d-shader/hlsl: Use a function table for object methods handlers.
2023-05-29 20:21:10 +02:00
Nikolay Sivov
87cd3f872b
vkd3d-shader/hlsl: Move object type checks to methods handlers.
2023-05-29 20:21:07 +02:00
Jan Sikorski
bb680e73de
vkd3d-shader/spirv: Ensure that the OpLabel emitted vkd3d_spirv_builder_begin_main_function() gets terminated.
2023-05-26 19:11:55 +02:00
Zebediah Figura
b453a0acd6
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_abs().
2023-05-26 19:11:46 +02:00
Zebediah Figura
c805eb1191
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_min().
2023-05-26 19:11:44 +02:00
Zebediah Figura
aa82f61ef3
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_max().
2023-05-26 19:11:42 +02:00
Zebediah Figura
ad0ab664d2
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_mod().
2023-05-26 19:11:39 +02:00
Zebediah Figura
c8b7dbebe4
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_div().
2023-05-26 19:11:36 +02:00
Conor McCarthy
f4778b727d
vkd3d-shader/spirv: Use the register index count in shader_register_clone_relative_addresses().
2023-05-26 19:11:15 +02:00
Conor McCarthy
4a64cf74c3
vkd3d-shader/spirv: Use the register index count in I/O relative address assertions.
2023-05-26 19:11:07 +02:00
Conor McCarthy
06dd0ccd4c
vkd3d-shader/spirv: Use the register index count in I/O register assertions.
2023-05-26 19:11:03 +02:00
Conor McCarthy
178a7677e2
vkd3d-shader/spirv: Use the register index count in shader_register_get_io_indices().
2023-05-26 19:11:02 +02:00
Conor McCarthy
d46250a59b
vkd3d-shader/spirv: Use the register index count in default register dereferences.
2023-05-26 19:11:00 +02:00
Conor McCarthy
a2b3f70d8e
vkd3d-shader/spirv: Use the register index count in aggregate register dereferences.
2023-05-26 19:10:58 +02:00
Conor McCarthy
ad08864134
vkd3d-shader/spirv: Use the register index count in spirv_compiler_get_register_name().
2023-05-26 19:10:56 +02:00
Conor McCarthy
b3927726cc
vkd3d-shader/spirv: Use the register index count in non-I/O variable registers in vkd3d_symbol_make_register().
2023-05-26 19:10:54 +02:00
Conor McCarthy
ec5f195b6b
vkd3d-shader/spirv: Use the register index count in I/O registers in vkd3d_symbol_make_register().
2023-05-26 19:10:52 +02:00
Conor McCarthy
532fe01818
vkd3d-shader/spirv: Set the register index count in spirv_compiler_emit_default_control_point_phase().
2023-05-26 19:10:49 +02:00
Conor McCarthy
9c6040df02
vkd3d-shader/spirv: Set the register index count in spirv_compiler_emit_dcl_indexable_temp().
2023-05-26 19:10:47 +02:00
Conor McCarthy
bf1ecc0f60
vkd3d-shader/spirv: Set the register index count in spirv_compiler_emit_hull_shader_builtins().
2023-05-26 19:10:33 +02:00
Conor McCarthy
7e58511b76
vkd3d-shader/spirv: Set the register index count in spirv_compiler_get_invocation_id().
2023-05-26 19:10:30 +02:00
Ethan Lee
ea7d8c65bd
vkd3d-shader/tpf: Add support for emitting sample_l instructions.
...
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
2023-05-24 22:00:41 +02:00
Conor McCarthy
6835e8176f
vkd3d-shader/ir: Normalise signatures and input/output registers to the Shader Model 6 pattern.
...
In Shader Model 6 each signature element can span a range of register
indices, or 'rows', and system values do not share a register index with
non-system values. Inputs and outputs are referenced by element index
instead of register index. This patch merges multiple signature elements
into a single element under the following conditions:
- The register index in a load or store is specified dynamically by
including a relative address parameter with a base register index. The
dcl_index_range instruction is used to identify these.
- A register declaration is split across multiple elements which declare
different components of the register.
- A patch constant function writes tessellation factors. These are an
array in SPIR-V, but in SM 5.x each factor is declared as a separate
register, and these are dynamically indexed by the fork/join instance
id. Elimination of multiple fork/join phases converts the indices to
constants, but merging the signature elements into a single arrayed
element matches the SPIR-V output.
All references to input/output register indices are converted to element
indices. If a relative address is present, the element index is moved up
a slot so it cannot be confused with a constant offset. Existing code
only handles register index relative addressing for tessellation factors.
This patch adds generic support for it.
2023-05-24 22:00:29 +02:00
Conor McCarthy
110e48e54d
vkd3d-shader/ir: Eliminate struct vkd3d_shader_normaliser.
2023-05-24 22:00:28 +02:00
Conor McCarthy
31682c52c7
vkd3d-shader/spirv: Support emitting multi-dimensional array variables.
2023-05-24 22:00:27 +02:00
Francisco Casas
e060773c19
vkd3d-shader/hlsl: Extend the liveness of nodes produced outside loops.
...
Otherwise, it is possible that the register used by the temp is
overridden by a subsequent instruction within the same loop.
2023-05-24 22:00:21 +02:00
Zebediah Figura
855bb71f6d
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_nequal().
2023-05-23 21:08:22 +02:00
Zebediah Figura
d565caafb5
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_mul().
2023-05-23 21:08:21 +02:00
Zebediah Figura
623cd94997
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_add().
2023-05-23 21:08:20 +02:00
Zebediah Figura
7d9b24fe11
vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_neg().
2023-05-23 21:08:19 +02:00