c2fd1e42fd
vkd3d-shader/ir: Run validation after removing dead code.
2024-09-11 15:13:14 +02:00
82773eb805
vkd3d-shader/hlsl: Use elementwise_intrinsic_float_convert_args() in refract().
2024-09-11 15:11:42 +02:00
2688a24bde
vkd3d-shader/hlsl: Preserve halves in intrinsic_step().
2024-09-11 15:11:42 +02:00
b23c172a47
vkd3d-shader/hlsl: Use elementwise_intrinsic_float_convert_args() in intrinsic_smoothstep().
2024-09-11 15:11:42 +02:00
e7eadb38b8
vkd3d-shader/hlsl: Use elementwise_intrinsic_float_convert_args() in intrinsic_faceforward().
2024-09-11 15:11:42 +02:00
24e29649c4
vkd3d-shader/hlsl: Use elementwise_intrinsic_convert_args() in intrinsic_dst().
...
This one preserves integer arguments.
2024-09-11 15:11:42 +02:00
7636f2a233
vkd3d-shader/hlsl: Use elementwise_intrinsic_float_convert_args() in write_atan_or_atan2().
2024-09-11 15:11:42 +02:00
6e6e2910d6
vkd3d-shader/hlsl: Save DP2ADD hlsl_ir_exprs in the vsir_program for SM1.
2024-09-11 15:10:16 +02:00
4ed16108f0
vkd3d-shader/hlsl: Save COS_REDUCED and SIN_REDUCED in the vsir_program for SM1.
2024-09-11 15:09:58 +02:00
5db2c2a949
vkd3d-shader/hlsl: Save DOT hlsl_ir_exprs in the vsir_program for SM1.
2024-09-11 15:09:17 +02:00
d70342d66d
vkd3d-shader/hlsl: Save per-component hlsl_ir_exprs in the vsir_program for SM1.
2024-09-11 15:07:35 +02:00
82dec5db46
vkd3d-shader/hlsl: Save simple hlsl_ir_exprs in the vsir_program for SM1.
2024-09-11 15:06:09 +02:00
f6a8cdf2bb
vkd3d-shader: Do not use \ref for parameters.
2024-09-11 14:55:48 +02:00
304724608a
vkd3d-shader: Escape a hash in Doxygen documentation.
2024-09-11 14:55:48 +02:00
4683186166
vkd3d-shader: Mention the structure name when referring to a struct field.
2024-09-11 14:55:48 +02:00
9fbf646748
build: Do not warn on incomplete documentation.
...
Some functions in vkd3d_utils.h are altered versions of Windows
functions, and only the vkd3d-specific parts need documentation.
2024-09-11 14:55:30 +02:00
127ae6cf12
vkd3d: Implement d3d12_command_list_OMSetDepthBounds().
...
Based on the design document, "The runtime will not clamp or validate
the input, but implementations may clamp to the range [0,1] if necessary.",
so we test for the EXT_depth_range_unrestricted extension, and only clamp if
it's not available (thus, necessary to do so).
NaNs are converted to zero as per "NaNs must be treated as 0, but the runtime
will convert NaNs to 0 on behalf of the implementation.", and a default bounds
are set to 0.0 and 1.0.
2024-09-11 14:53:33 +02:00
61a700bcdc
tests: Test depth bounds.
2024-09-11 14:53:33 +02:00
e761b2cad1
tests/shader_runner: Introduce a "d3d12" tag.
2024-09-11 14:53:33 +02:00
3eb2a3d0e4
tests/shader_runner: Introduce a 'depth-bounds' test option.
2024-09-11 14:53:21 +02:00
12a7cde092
tests/shader_runner: Use ID3D12Device2_CreatePipelineState() when available.
2024-09-11 14:13:59 +02:00
04d7ad90e5
tests/shader_runner: Extract a pipeline creation function from d3d12_runner_draw().
2024-09-11 14:08:37 +02:00
3b4e0ce8e9
vkd3d-shader/fx: Check modifiers when reusing types.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com >
2024-09-10 21:48:03 +02:00
d71966c77e
vkd3d: Do not keep track of descriptor heaps when using virtual heaps.
...
Descriptors only need flushing when using Vulkan heaps, so let's avoid
uselessly scanning an array and taking and releasing a mutex if we're not.
2024-09-10 21:47:38 +02:00
05a5bd620d
vkd3d: Directly call the function to update descriptors.
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For better code clarity.
2024-09-10 21:46:46 +02:00