Commit Graph

4659 Commits

Author SHA1 Message Date
Elizabeth Figura
d6052bc31b vkd3d-shader/hlsl: Handle error expressions in function calls. 2024-10-03 17:47:26 +02:00
Elizabeth Figura
5d52bef19d vkd3d-shader/hlsl: Return an "error" expression when using an undeclared variable. 2024-10-03 17:47:26 +02:00
Elizabeth Figura
67093c5833 vkd3d-shader/hlsl: Free static initializers after functions.
We need users of a value to be freed before the value itself is.
Due to copy propagation or use of the pre-allocated error instruction,
static_initializers can contain values that will be used in function blocks.
2024-10-03 17:47:26 +02:00
Giovanni Mascellani
ae27fded1a vkd3d-shader/spirv: Handle all possible destination modifiers.
Historically the SPIR-V backend was only fed by the TPF parser,
which only generates _sat destination modifiers. Now it is fed
by the D3DBC parser too (among others), so it mustn't assert on
other modifiers.

Modifier _pp can be trivially ignored. Modifier _centroid would
probably require some handling, but I'm not immediately sure of
what should happen and it doesn't look like a very urgent thing
anyway, so I'm degrading the assertion to FIXME().
2024-10-02 22:31:50 +02:00
Henri Verbeet
fc4c9b7a95 vkd3d-shader/glsl: Implement VKD3DSIH_USHR. 2024-10-02 22:30:58 +02:00
Henri Verbeet
babbf11d52 vkd3d-shader/glsl: Implement VKD3DSIH_ISHR. 2024-10-02 22:30:58 +02:00
Henri Verbeet
7f1c78f8e2 vkd3d-shader/glsl: Implement VKD3DSIH_ISHL. 2024-10-02 22:30:58 +02:00
Henri Verbeet
f501b8c661 vkd3d-shader/glsl: Implement VKD3DSIH_MAD. 2024-10-02 22:30:58 +02:00
Henri Verbeet
4103e76245 vkd3d-shader/glsl: Implement support for VKD3DSPDM_SATURATE modifiers. 2024-10-02 22:30:58 +02:00
Nikolay Sivov
79aa75e98f vkd3d-shader/fx: Implement writing fx_2_0 object initializer data sections.
Object data is used for strings, textures, and shaders. Samplers are handled separately.
The section is a contigious stream of <id><size><object-data>, size field is used
to advance to the next <id> position.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-02 22:17:41 +02:00
Giovanni Mascellani
7e9dc8da97 vkd3d-shader/ir: Validate index count for MISCTYPE registers. 2024-10-02 22:12:47 +02:00
Giovanni Mascellani
99aebb1b31 vkd3d-shader/ir: Validate index count for RASTOUT registers. 2024-10-02 22:12:47 +02:00
Giovanni Mascellani
19d35d89cd vkd3d-shader/ir: Validate index count for DEPTHOUTLE registers. 2024-10-02 22:12:47 +02:00
Giovanni Mascellani
6259832680 vkd3d-shader/ir: Validate index count for DEPTHOUTGE registers. 2024-10-02 22:12:47 +02:00
Giovanni Mascellani
c3757e6930 vkd3d-shader/ir: Validate index count for DEPTHOUT registers. 2024-10-02 22:12:47 +02:00
Giovanni Mascellani
53e35f2d76 vkd3d-shader/d3dbc: Do not emit indices for DEPTHOUT registers. 2024-10-02 22:11:48 +02:00
Francisco Casas
caa2a9d314 vkd3d-shader/hlsl: Parse sampler_state. 2024-10-02 22:07:34 +02:00
Francisco Casas
f47d523e0b vkd3d-shader/hlsl: Process 'texture' as a valid stateblock lhs. 2024-10-02 22:07:34 +02:00
Nikolay Sivov
994e994231 vkd3d-shader/fx: Handle assignments with array RHS indexed with a constant or a single variable.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-02 22:05:46 +02:00
Nikolay Sivov
2722346ffb vkd3d-shader/hlsl: Do not lower index expressions for effects.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-02 22:05:24 +02:00
Elizabeth Figura
4400315c4b vkd3d-shader: Allow controlling clip planes through vkd3d-shader parameters. 2024-10-02 21:49:54 +02:00
Elizabeth Figura
85b8503995 vkd3d-shader/ir: Remove newlines from some vkd3d_shader_error() calls. 2024-10-02 21:49:54 +02:00
Henri Verbeet
3452d126a8 vkd3d-shader/glsl: Implement VKD3DSIH_ELSE. 2024-10-01 17:29:48 +02:00
Henri Verbeet
01ba2ba6db vkd3d-shader/glsl: Implement VKD3DSIH_NOT. 2024-10-01 17:29:48 +02:00
Henri Verbeet
1812258f37 vkd3d-shader/glsl: Implement VKD3DSIH_RSQ. 2024-10-01 17:29:48 +02:00
Henri Verbeet
5cf8562124 vkd3d-shader/glsl: Implement VKD3DSIH_MIN. 2024-10-01 17:29:48 +02:00
Henri Verbeet
4f054aed48 vkd3d-shader/glsl: Implement VKD3DSIH_MAX. 2024-10-01 17:29:48 +02:00
Victor Chiletto
2ea5f187f9 vkd3d-shader/hlsl: Allow cbuffer reservations to overlap if only one of them is allocated. 2024-10-01 17:28:41 +02:00
Nikolay Sivov
5e52ccbf3d vkd3d-shader/hlsl: Move default values indexing fixup to the tpf writer stage.
The primary goal here is to move compilation profile type and version
check outside of a parsing stage. Default values for parameters were
never subjected to this fixup, and it does look tpf-specific, so moving
it where it belongs.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-01 17:27:12 +02:00
Andrey Gusev
f28d39b609 vkd3d-utils: Store the actual serialisation return value in D3DStripShader(). 2024-09-30 20:57:15 +02:00
Andrey Gusev
c94eac2d33 vkd3d-utils: Store the actual serialisation return value in get_blob_part(). 2024-09-30 20:52:24 +02:00
Giovanni Mascellani
6822f1fe6c vkd3d-shader/dxil: Trace the program when validation fails after parsing. 2024-09-30 20:48:43 +02:00
Giovanni Mascellani
5f20103518 vkd3d-shader/d3dbc: Trace the program when validation fails after parsing. 2024-09-30 20:48:43 +02:00
Giovanni Mascellani
8acaa3a62c vkd3d-shader/tpf: Propagate validation errors after parsing.
Also, trace the program when validation fails after parsing, mostly
to make debugging easier.
2024-09-30 20:48:43 +02:00
Giovanni Mascellani
0f91149260 vkd3d-shader/d3d-asm: Dump all indices when tracing VSIR code.
Our ASM dumper currently hides or interprets some register indices
in order to match users expectations. This can be inconvenient for
developers, though, because it makes it harder to understand what's
really going on in the VSIR code when reading logs. With this change
the whole index structure is dumped.
2024-09-30 20:22:53 +02:00
Henri Verbeet
10559fa17a vkd3d-shader/glsl: Implement VKD3DSIH_LOG. 2024-09-30 20:21:14 +02:00
Henri Verbeet
700eba0b01 vkd3d-shader/glsl: Handle SV_IS_FRONT_FACE inputs. 2024-09-30 20:20:11 +02:00
Henri Verbeet
0cc0b68fb4 vkd3d-shader/glsl: Implement VKD3DSIH_ROUND_NE. 2024-09-30 20:08:58 +02:00
Henri Verbeet
308121ba04 vkd3d-shader/glsl: Implement VKD3DSIH_IF and VKD3DSIH_ENDIF. 2024-09-30 20:08:58 +02:00
Henri Verbeet
e911433e0c vkd3d-shader/glsl: Implement VKD3DSIH_ROUND_NI. 2024-09-30 20:08:58 +02:00
Giovanni Mascellani
5c2b057b56 vkd3d-shader/ir: Validate UAV registers. 2024-09-30 20:05:52 +02:00
Giovanni Mascellani
b7b5b0cff8 vkd3d-shader/ir: Validate RESOURCE registers. 2024-09-30 20:05:52 +02:00
Giovanni Mascellani
a0b98c1610 vkd3d-shader/ir: Validate SAMPLER registers. 2024-09-30 20:05:52 +02:00
Giovanni Mascellani
7404fa5285 vkd3d-shader/dxil: Emit RESOURCE and UAV registers with data type UNUSED. 2024-09-30 20:05:39 +02:00
Nikolay Sivov
300e4e0d12 vkd3d-shader/fx: Add support for writing annotations for fx_2_0.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-30 20:02:51 +02:00
Nikolay Sivov
c9c537faa0 vkd3d-shader/fx: Add initial support for writing default values for fx_2_0.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-30 20:02:05 +02:00
Nikolay Sivov
da0469f190 vkd3d-shader/fx: Handle the 'half' type in fx_4+.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-30 20:01:57 +02:00
Conor McCarthy
2bf517782d vkd3d-shader/dxil: Load forward-referenced sources as value/type pairs in sm6_parser_emit_store(). 2024-09-30 19:58:06 +02:00
Conor McCarthy
6a86e1a8d9 vkd3d-shader/dxil: Load forward-referenced comparands as value/type pairs in sm6_parser_emit_cmpxchg(). 2024-09-30 19:57:55 +02:00
Giovanni Mascellani
828e5f1249 vkd3d-shader/ir: Disallow RESOURCE registers in destination parameters. 2024-09-26 17:44:52 +02:00
Giovanni Mascellani
674ad7d655 vkd3d-shader/ir: Disallow SAMPLER registers in destination parameters. 2024-09-26 17:44:52 +02:00
Giovanni Mascellani
6de741e5e7 vkd3d-shader/ir: Do not allow NULL registers in source parameters. 2024-09-26 17:44:52 +02:00
Giovanni Mascellani
8d85ea2dc5 vkd3d-shader: Get rid of the RESOURCE data type. 2024-09-26 17:42:16 +02:00
Giovanni Mascellani
e58726310b vkd3d-shader: Get rid of the UAV data type. 2024-09-26 17:42:16 +02:00
Giovanni Mascellani
2934f820a9 vkd3d-shader: Get rid of the SAMPLER data type. 2024-09-26 17:42:16 +02:00
Giovanni Mascellani
afa2fd527c vkd3d-shader/dxil: Release memory on exceptional paths when parsing DXIL code. (Valgrind) 2024-09-26 17:41:21 +02:00
Henri Verbeet
466c8bfbb7 vkd3d-shader/glsl: Implement VKD3DSIH_LTO. 2024-09-26 17:40:07 +02:00
Henri Verbeet
44e96ad4d6 vkd3d-shader/glsl: Implement VKD3DSIH_EXP. 2024-09-26 17:40:07 +02:00
Henri Verbeet
d68e60a78a vkd3d-shader/glsl: Implement VKD3DSIH_IEQ. 2024-09-26 17:40:07 +02:00
Henri Verbeet
55de9ea405 vkd3d-shader/glsl: Implement VKD3DSIH_DCL_INPUT_PS. 2024-09-26 17:40:07 +02:00
Henri Verbeet
f0c8b4a3c5 vkd3d-shader/glsl: Implement VKD3DSIH_SQRT. 2024-09-26 17:40:07 +02:00
Giovanni Mascellani
5ad83a05ff vkd3d-shader/dxil: Release memory on exceptional paths in sm6_parser_read_signature(). (Valgrind) 2024-09-26 01:05:35 +02:00
Henri Verbeet
92a7cc3420 vkd3d-shader/glsl: Implement VKD3DSIH_DP2. 2024-09-26 01:04:32 +02:00
Henri Verbeet
b9d8b84b06 vkd3d-shader/glsl: Implement VKD3DSIH_DP4. 2024-09-26 01:04:32 +02:00
Henri Verbeet
93cd63bc93 vkd3d-shader/glsl: Implement VKD3DSIH_DP3. 2024-09-26 01:04:32 +02:00
Henri Verbeet
929010ffd7 vkd3d-shader/glsl: Implement support for the VKD3DSPR_DEPTHOUT register. 2024-09-26 01:04:32 +02:00
Henri Verbeet
459f141e81 vkd3d-shader/glsl: Implement VKD3DSIH_ROUND_Z. 2024-09-26 01:04:32 +02:00
Feifan He
e8b14d765d vkd3d-shader/msl: Implement support for VKD3DSPR_TEMP registers. 2024-09-24 13:56:11 +02:00
Henri Verbeet
f37be27bdc vkd3d-shader/ir: Properly check the register bounds in shader_signature_find_element_for_reg().
Perhaps the existing code is safe in practice, but doing the check
properly avoids having to make that determination.
2024-09-24 13:39:43 +02:00
Henri Verbeet
8e39783770 vkd3d-shader/glsl: Implement VKD3DSIH_ROUND_PI. 2024-09-24 13:38:26 +02:00
Henri Verbeet
58472e7404 vkd3d-shader/glsl: Implement VKD3DSIH_FTOU. 2024-09-24 13:38:26 +02:00
Atharva Nimbalkar
f441d3e112 vkd3d-shader/glsl: Implement VKD3DSIH_UTOF. 2024-09-24 13:38:26 +02:00
Henri Verbeet
a3d06c8f12 vkd3d-shader/glsl: Implement VKD3DSIH_FTOI. 2024-09-24 13:38:26 +02:00
Atharva Nimbalkar
b81cdcb488 vkd3d-shader/glsl: Implement VKD3DSIH_ITOF. 2024-09-24 13:38:26 +02:00
Conor McCarthy
91475c684f vkd3d: Clear the output pointer on failure in vkd3d_create_versioned_root_signature_deserializer(). 2024-09-24 13:34:40 +02:00
Giovanni Mascellani
e2c6058734 vkd3d-shader/spirv: Do not specify depth for SPIR-V images.
SPIR-V images have a "depth" parameter that, as far as I understand
(the spec doesn't look terribly clear in that regard), specifies
whether the image can be used for depth-comparison operations.

In TPF (and therefore in VSIR) the same information is specified
on the sampler type instead of on the image type. This puts us in
a hard spot, because in principle an image can be used with
many different samplers, and the mapping might even be unknown
at compilation time, so it's not clear how we should define our
images.

We currently have some algorithms to deal with that, but they are
incomplete and lead to SPIR-V validation errors like:

    Expected Image to have the same type as Result Type Image
      %63 = OpSampledImage %62 %59 %61

The problem here is that the image has a non-depth type, but is
being sampled as a depth image. This check was added recently to
SPIRV-Tools, so we became aware of the problem.

As I said, it's not easy in general to decide whether an image is
going to be sampled with depth-comparison operators or not.
Fortunately the SPIR-V spec allow to mark the depth parameter as
unknown (using value 2), so until we come up with something better
we use that for all images to please the validator and avoid
giving misleading hints to the driver.
2024-09-24 13:19:17 +02:00
Arkadiusz Hiler
a3017fe9d5 vkd3d-shader/preproc: Support namespaces in macro identifiers. 2024-09-24 13:17:24 +02:00
Giovanni Mascellani
a2aeb3a142 vkd3d-shader/spirv: Cache numeric types without through the general declaration cache.
Numeric types are used very frequently, and doing a tree search
each time one is needed tends to waste a lot of time.

I ran the compilation of ~1000 DXBC-TPF shaders randomly taken from
my collection and measured the performance using callgrind and the
kcachegrind "cycle count" estimation.

BEFORE:
 * 1,764,035,136 cycles
 * 1,767,948,767 cycles
 * 1,773,927,734 cycles

AFTER:
 * 1,472,384,755 cycles
 * 1,469,506,188 cycles
 * 1,470,191,425 cycles

So callgrind would estimate a 16% improvement at least.
2024-09-23 15:48:35 +02:00
Giovanni Mascellani
3a21daa49e vkd3d-shader/spirv: Rewrite vkd3d_spirv_get_type_id_for_data_type() in terms of vkd3d_spirv_get_type_id(). 2024-09-23 15:48:35 +02:00
Conor McCarthy
945e8a9024 vkd3d: Sort bounded descriptor ranges after unbounded ones of equal offset.
Enables the bounded range to be mapped to the unbounded one, instead of
being mapped to a separate binding which will be populated from the same
d3d12 descriptors as the unbounded one.
2024-09-23 15:45:26 +02:00
Elizabeth Figura
650bf4d83f vkd3d-shader/hlsl: Fix a corner case in ternary type conversion.
If the condition and argument types are compatible, i.e. there is no broadcast,
the resulting shape should be the shape of the arguments, not the shape of the
condition.
2024-09-23 15:43:15 +02:00
Elizabeth Figura
b2cddecfc5 vkd3d-shader/hlsl: Use add_cast() in append_conditional_break().
Instead of creating a cast node directly.

This specifically handles the 1x1 matrix case, which currently the backend code does not expect.
2024-09-23 15:43:15 +02:00
Henri Verbeet
1e97e1203f vkd3d-shader/d3dbc: Write the actual constant info offset in write_sm1_uniforms(). 2024-09-23 15:42:25 +02:00
Atharva Nimbalkar
ee8e005209 vkd3d-shader/glsl: Implement VKD3DSIH_MOVC. 2024-09-23 15:41:07 +02:00
Henri Verbeet
7b99c33510 vkd3d-shader/glsl: Implement VKD3DSIH_FRC. 2024-09-23 15:41:07 +02:00
Henri Verbeet
36c08b47e9 vkd3d-shader/glsl: Implement VKD3DSIH_GEO. 2024-09-23 15:41:07 +02:00
Henri Verbeet
28ef331704 vkd3d-shader/glsl: Implement support for VKD3DSPSM_NEG modifiers. 2024-09-23 15:41:07 +02:00
Henri Verbeet
b9366def96 vkd3d-shader/glsl: Implement VKD3DSIH_DIV. 2024-09-23 15:41:07 +02:00
Elizabeth Figura
43b714d896 vkd3d-shader/hlsl: Handle error expressions in unary expressions. 2024-09-23 15:28:47 +02:00
Elizabeth Figura
7e3231c749 vkd3d-shader/hlsl: Return an "error" expression when constructing an arithmetic expression from incompatible types. 2024-09-23 15:28:47 +02:00
Elizabeth Figura
c43e5c8eb5 vkd3d-shader/hlsl: Introduce the "error" type.
Currently, if an expression successfully parses according to the bison grammar,
but for one reason or another cannot generate a meaningful IR instruction, we
abort parsing with YYABORT. This includes, for example, an undefined variable or
function, invalid swizzle or field reference, or a constructor with a complex or
non-numeric data type.

Aborting parsing is unfortunate, however, because it means that any further
errors in the program cannot be caught by the programmer, increasing the number
of times they will need to fix errors and recompile.

The idea of this patch is that any such expression will instead generate an IR
node whose data type is of HLSL_CLASS_ERROR. Any further expression which would
consume an "error" typed instruction will instead immediately return an
expression of type "error" (probably the same one) instead of aborting or doing
any other type-checking.

Currently these "error" instructions should not pass the parsing stage, since
hlsl_compile_shader() will immediately notice that compilation has failed and
skip any optimization, lowering, or bytecode-writing.

A further direction to take this is to pre-allocate one "error" expression
immediately when creating the HLSL parser, and return that expression when we
fail to allocate an hlsl_ir_node of any type. This means we do not need to
handle allocation errors when constructing nodes, saving us quite a lot of error
handling (which is not only tedious but currently often broken, if nothing else
by virtue of neglecting cleanup of local variables).
2024-09-23 15:28:47 +02:00
Elizabeth Figura
7daaaf6386 vkd3d-shader/hlsl: Clarify a comment. 2024-09-23 15:28:47 +02:00
Elizabeth Figura
010aa53bfa vkd3d-shader/hlsl: Do not handle HLSL_CLASS_CONSTANT_BUFFER in copy_propagation_transform_load(). 2024-09-23 15:28:47 +02:00
Elizabeth Figura
f73a23f735 vkd3d-shader/hlsl: Do not create a copy in add_assignment(). 2024-09-23 15:28:47 +02:00
Elizabeth Figura
eb7f5f7f68 vkd3d-shader/hlsl: Return bool from add_assignment(). 2024-09-23 15:28:47 +02:00
Elizabeth Figura
8975933aff vkd3d-shader/hlsl: Store a pointer to the block's "value" instruction in the block. 2024-09-23 15:28:47 +02:00
Nikolay Sivov
799e6105a4 vkd3d-shader/d3dbc: Add an option to treat doubles as floats.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=55448
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-23 15:26:35 +02:00
Nikolay Sivov
d7def84253 vkd3d-shader/hlsl: Remove the 'double' keyword.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-23 15:26:35 +02:00
Nikolay Sivov
b5c5783293 vkd3d-shader: Explicitly set indices for the numeric type names array.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-09-23 15:25:36 +02:00
Andrey Gusev
2ac7f650a1 vkd3d: Recognise VK_QUEUE_VIDEO_ENCODE_BIT_KHR in debug_vk_queue_flags(). 2024-09-20 17:21:44 +02:00