Commit Graph

5058 Commits

Author SHA1 Message Date
Francisco Casas
c249461e97 vkd3d-shader/hlsl: Parse Buffer types. 2024-02-19 21:11:55 +01:00
Francisco Casas
4fe9ab0a90 tests/shader-runner: Change probe directive syntax on shader_test files.
For consistency with the previous commit.
2024-02-19 21:11:53 +01:00
Francisco Casas
b08be04465 tests/shader-runner: Change resource declaration syntax on shader_test files.
On shader_test files, now resources should be declared this way:

    [texture n]       -> [srv n]
    [srv buffer n]    -> [srv n]
    [uav n]           -> [uav n]
    [uav buffer n]    -> [uav n]
    [vertex buffer n] -> [vb n]
    [render target n] -> [rtv n]

The dimension (buffer or 2D) is now specified as an additional parameter
in the "size" directive:

  For 2D resources:
  size (n, m)         -> size (2d, n, m)

  For buffers:
  size (n, 1)         -> size (buffer, n)
2024-02-19 21:11:52 +01:00
Francisco Casas
4d855611b7 tests/shader-runner: Support SRV buffers. 2024-02-19 21:11:51 +01:00
Francisco Casas
22a0f14a2f tests/shader-runner: Separate resource_type into type and dimension.
If in the same shader_test file we have both a [buffer uav n] and a
[uav n] with the same slot "n", we want the last one to override the
first one instead of passing both resources to the backends.

Same for [buffer srv n] and [texture n] after we introduce SRV buffers.
2024-02-19 21:11:49 +01:00
Francisco Casas
e1c759e1c9 vkd3d-shader/hlsl: Record valid methods in object_methods[].
Also, call hlsl_sampler_dim_count() and hlsl_offset_dim_count() after
type checking, to avoid reaching unreacheable cases.
2024-02-19 21:11:46 +01:00
Henri Verbeet
4735ff48d1 tests: Disable buffering of stdout.
Both to avoid it getting lost in case of crashes, and to properly interleave
test output and debug output in the log files.
2024-02-15 23:29:52 +01:00
Evan Tang
ee867bd470 vkd3d-shader/hlsl: Parse rasteriser-ordered view types. 2024-02-15 23:29:46 +01:00
Francisco Casas
e3ed5ac77e vkd3d-shader/hlsl: Lower casts to int for SM1. 2024-02-15 23:29:39 +01:00
Francisco Casas
e62bd1927e tests: Add simple test for implicit cast to int. 2024-02-15 23:29:39 +01:00
Francisco Casas
4b5c7e3721 vkd3d-shader/d3dbc: Implement casts from ints to floats as a MOV.
For temporary registers, SM1-SM3 integer types are internally
represented as floating point, so, in order to perform a cast
from ints to floats we need a mere MOV.

For constant integer registers "iN" there is no operation for casting
from a floating point register to them. For address registers "aN", and
the loop counting register "aL", vertex shaders have the "mova" operation
but we haven't used these registers in any way yet.

We probably would want to introduce these as synthetic variables
allocated in a special register set. In that case we have to remember to
use MOVA instead of MOV in the store operations, but they shouldn't be src
or dst of CAST operations.

Regarding constant integer registers, in some shaders, constants are
expected to be received formatted as an integer, such as:

    int m;
    float4 main() : sv_target
    {
        float4 res = {0, 0, 0, 0};

        for (int k = 0; k < m; ++k)
            res += k;
        return res;
    }

which compiles as:

    // Registers:
    //
    //   Name         Reg   Size
    //   ------------ ----- ----
    //   m            i0       1
    //

    ps_3_0
    def c0, 0, 1, 0, 0
    mov r0, c0.x
    mov r1.x, c0.x
    rep i0
      add r0, r0, r1.x
      add r1.x, r1.x, c0.y
    endrep
    mov oC0, r0

but this only happens if the integer constant is used directly in an
instruction that needs it, and as I said there is no instruction that
allows converting them to a float representation.

Notice how a more complex shader, that performs operations with this
integer variable "m":

    int m;
    float4 main() : sv_target
    {
        float4 res = {0, 0, 0, 0};

        for (int k = 0; k < m * m; ++k)
            res += k;
        return res;
    }

gives the following output:

    // Registers:
    //
    //   Name         Reg   Size
    //   ------------ ----- ----
    //   m            c0       1
    //

    ps_3_0
    def c1, 0, 0, 1, 0
    defi i0, 255, 0, 0, 0
    mul r0.x, c0.x, c0.x
    mov r1, c1.y
    mov r0.y, c1.y
    rep i0
      mov r0.z, r0.x
      break_ge r0.y, r0.z
      add r1, r0.y, r1
      add r0.y, r0.y, c1.z
    endrep
    mov oC0, r1

Meaning that the uniform "m" is just stored as a floating point in
"c0", the constant integer register "i0" is just set to 255 (hoping
it is a high enough value) using "defi", and the "break_ge"
involving c0 is used to break from the loop.

We could potentially use this approach to implement loops from SM3
without expecting the variables being received as constant integer
registers.

According to the D3D documentation, for SM1-SM3 constant integer
registers are only used by the 'loop' and 'rep' instructions.
2024-02-15 23:29:37 +01:00
Conor McCarthy
6d4782ed7f vkd3d: Implement ID3D12Resource2. 2024-02-15 23:29:33 +01:00
Conor McCarthy
99947deeb7 tests/d3d12: Add a test for zero description count in test_resource_allocation_info(). 2024-02-15 23:29:32 +01:00
Conor McCarthy
4668271872 vkd3d: Return DXGI_ERROR_NOT_FOUND from GetProtectedResourceSession(). 2024-02-15 23:29:32 +01:00
Conor McCarthy
e38f3995fd tests/d3d12: Add tests for GetProtectedResourceSession(). 2024-02-15 23:29:30 +01:00
Evan Tang
628acb6b96 tests: Add some tests for rasteriser-ordered views. 2024-02-14 21:48:53 +01:00
Henri Verbeet
f614d98759 tests/shader_runner: Allow UAV resources to be created without initial data.
We can e.g. initialise these with a shader.
2024-02-14 21:48:51 +01:00
Conor McCarthy
7d51a7d99c tests/shader-runner: Add a 64-bit switch test. 2024-02-14 21:48:44 +01:00
Conor McCarthy
6e634ad690 vkd3d-shader: Raise the instruction parameter allocation size if necessary.
Monolithic switch instructions have no definite case count limit.
2024-02-14 21:48:38 +01:00
Conor McCarthy
55c28e94f8 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_vselect(). 2024-02-14 21:48:32 +01:00
Conor McCarthy
c89627ec73 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_store(). 2024-02-14 21:48:31 +01:00
Conor McCarthy
4c7d956bdb vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_load(). 2024-02-14 21:48:30 +01:00
Conor McCarthy
04a9340164 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_extractval(). 2024-02-14 21:48:28 +01:00
Conor McCarthy
3c1ad054f0 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_cmp2(). 2024-02-14 21:48:26 +01:00
Conor McCarthy
cddb696499 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_cast(). 2024-02-14 21:48:25 +01:00
Conor McCarthy
76455580e2 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_texture_load(). 2024-02-14 21:48:24 +01:00
Conor McCarthy
d04a8ea893 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_split_double(). 2024-02-14 21:48:23 +01:00
Conor McCarthy
8c3512bd10 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_sincos(). 2024-02-14 21:48:22 +01:00
Conor McCarthy
cc5293bb4f vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_buffer_load(). 2024-02-14 21:48:21 +01:00
Conor McCarthy
6e3e200e96 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_load_input(). 2024-02-14 21:48:20 +01:00
Conor McCarthy
eb1bfaa821 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_tertiary(). 2024-02-14 21:48:19 +01:00
Conor McCarthy
1a2de25273 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_cbuffer_load(). 2024-02-14 21:48:18 +01:00
Conor McCarthy
0a23c81196 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_binary(). 2024-02-14 21:48:17 +01:00
Conor McCarthy
83e6ee4b3d vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_dx_unary(). 2024-02-14 21:48:14 +01:00
Conor McCarthy
217eb06f37 vkd3d-shader/dxil: Check for src param allocation failure in sm6_parser_emit_binop(). 2024-02-14 21:48:13 +01:00
Conor McCarthy
5a76cedf87 vkd3d-shader/dxil: Implement DX intrinsic SampleGrad. 2024-02-14 21:48:08 +01:00
Conor McCarthy
5178fb7364 vkd3d-shader/dxil: Implement DX intrinsic Sample. 2024-02-14 21:48:06 +01:00
Conor McCarthy
0a3eb61170 vkd3d-shader/dxil: Load sampler descriptors. 2024-02-14 21:48:03 +01:00
Henri Verbeet
0f3a42c34b tests: Implement check_requirements() for the OpenGL shader runner. 2024-02-13 22:51:36 +01:00
Conor McCarthy
aac3916fcf vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS13 in CheckFeatureSupport(). 2024-02-13 22:51:28 +01:00
Conor McCarthy
7b4e731aa5 vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS12 in CheckFeatureSupport(). 2024-02-13 22:51:28 +01:00
Conor McCarthy
68663b4fef vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS11 in CheckFeatureSupport(). 2024-02-13 22:51:28 +01:00
Conor McCarthy
a0bb055ad2 vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS10 in CheckFeatureSupport(). 2024-02-13 22:51:28 +01:00
Francisco Casas
6a8939e19f tests: Remove [require] directives for tests that use int and bool uniforms.
These tests should actually compile and run in SM1, which is possible
if we pass the int and uint uniforms in the expected IEEE 754 float
format for SM1 shaders.

Also, bools should be passed as 1.0f or 0.0f to SM1.
2024-02-13 22:51:23 +01:00
Francisco Casas
22c47e57f5 tests/shader-runner: Introduce "if" qualifier.
When the "if" qualifier is added to a directive, the directive is
skipped if the shader->minimum_shader_model is not included in the
range.

This can be used on the "probe" directives for tests that have different
expected results on different shader models, without having to resort to
[require] blocks.
2024-02-13 22:51:22 +01:00
Francisco Casas
faec42e8a1 tests: Don't ignore SM1 on a non-const-indexing.shader_test test.
The previous [require] block makes us skip the test for SM4.
2024-02-13 22:51:20 +01:00
Francisco Casas
0f9f5269e9 tests/vkd3d-shader: Set uninitialized uniforms to a value.
Avoids a potential source of non-determinism because the padding bytes
between uniforms could be left uninitialized.
2024-02-13 22:51:19 +01:00
Henri Verbeet
5eba031fa1 vkd3d: Cast DWORD flags to uint32_t in debug traces. 2024-02-09 22:47:51 +01:00
Giovanni Mascellani
2359ebc976 tests: Release the code blob in test_thread_id() (Valgrind). 2024-02-09 22:47:47 +01:00
Giovanni Mascellani
5905489b7f vkd3d-shader/hlsl: Free the selector in postfix_expr (Valgrind). 2024-02-09 22:47:46 +01:00