2678 Commits

Author SHA1 Message Date
Conor McCarthy
1b11b57652 vkd3d-shader: Introduce DESCRIPTOR_INFO_FLAG_UAV_ATOMICS and always declare UAV images with known type for atomic ops.
Atomic ops on images with Unknown type will cause SPIR-V validation failure,
and assertion failure in Mesa debug builds. D3D12 allows atomics on typed
buffers, and this requires a distinction to be made between UAV reads and
atomic ops.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=53874
2022-11-21 18:28:54 +01:00
Francisco Casas
43631bde4d vkd3d-shader/hlsl: Revert expr_compatible_data_types() args names to "t1" and "t2".
Unlike compatible_data_types() and implicit_compatible_data_types(),
this function is intended to be symmetrical. So it makes sense to
preserve the names "t1" and "t2" for the arguments.
2022-11-18 22:29:07 +01:00
Francisco Casas
bd501ce336 vkd3d-shader/hlsl: Don't produce a parse error on empty buffer_body. 2022-11-18 22:29:06 +01:00
Francisco Casas
f100f5b726 vkd3d-shader/hlsl: Check for non-static object references on resource stores. 2022-11-18 22:29:04 +01:00
Francisco Casas
f21693b284 vkd3d-shader/hlsl: Use reg_size as component count when allocating a single register.
Otherwise, for instance, the added test results in:

debug_hlsl_writemask: Assertion `!(writemask & ~VKD3DSP_WRITEMASK_ALL)' failed.

Which happens in allocate_variable_temp_register() when the variable's
type reg_size is <= 4 but its component count is larger, which may
happen if it contains objects.
2022-11-10 22:48:26 +01:00
Francisco Casas
90e6e418a3 vkd3d-shader/hlsl: Use the base type of the array elements in write_sm1_type(). 2022-11-10 22:48:23 +01:00
Francisco Casas
6873b71304 vkd3d-shader/hlsl: Validate that statics don't contain both resources and numerics. 2022-11-10 22:48:21 +01:00
Francisco Casas
2fa913ccaa vkd3d-shader/hlsl: Validate that extern structs don't contain objects SM < 5.
It is worth noting that these checks should also be included for
declarations inside cbuffers, once they are implemented.
2022-11-10 22:48:19 +01:00
Francisco Casas
3153ce3145 vkd3d-shader/hlsl: Don't allocate object types as constant registers. 2022-11-10 22:48:16 +01:00
Francisco Casas
6f6ba8aa56 vkd3d-shader/hlsl: Properly free new store node memory if init_deref() fails. 2022-11-10 22:48:11 +01:00
Zebediah Figura
3857ca06fa vkd3d-shader/hlsl: Write SM4 dcl_thread_group instructions. 2022-11-08 20:53:08 +01:00
Zebediah Figura
718c79b823 vkd3d-shader/hlsl: Parse the numthreads attribute. 2022-11-08 20:53:04 +01:00
Zebediah Figura
d6799bd5d3 vkd3d-shader/hlsl: Parse function attributes. 2022-11-08 20:53:03 +01:00
Zebediah Figura
da56f41ceb vkd3d-shader/hlsl: Use hlsl_new_synthetic_var() in hlsl_new_func_decl(). 2022-11-08 20:53:01 +01:00
Zebediah Figura
1019bbead6 vkd3d-shader/hlsl: Add a hlsl_fixme() for compute shader thread counts.
In particular so that we don't cause test crashes by outputting invalid compute
shaders.
2022-11-08 20:52:59 +01:00
Zebediah Figura
520c7457a9 vkd3d-shader/sm4: Use a flat array to store destination types.
This cuts about 12 kB off of the 64-bit build.
2022-11-08 20:52:36 +01:00
Zebediah Figura
4173158c8b vkd3d-shader/sm4: Use a flat array to store source types. 2022-11-08 20:52:34 +01:00
Zebediah Figura
e2aed38509 vkd3d-shader/spirv: Avoid using DXBC-specific definitions. 2022-11-08 20:52:32 +01:00
Zebediah Figura
ba08825ccd vkd3d-shader/sm4: Use the VKD3D_DXBC_MAX_SOURCE_COUNT macro where possible. 2022-11-08 20:52:31 +01:00
Zebediah Figura
35b48a8b04 vkd3d-shader/spirv: Rename struct vkd3d_dxbc_compiler to struct spirv_compiler.
We would like to generate SPIR-V for input formats other than DXBC.

The "vkd3d_" prefix is dropped, partly to make names shorter, and partly to help
clarify what is an internal function.

I prefer avoiding the vkd3d_* prefix on all internal functions, for these
reasons. However, I'm open to restoring it.
2022-11-08 20:52:29 +01:00
Zebediah Figura
c416627e64 vkd3d-shader/hlsl: Propagate copies for resource store instructions. 2022-10-31 22:07:47 +01:00
Zebediah Figura
9bdae4dfaa vkd3d-shader/hlsl: Write SM4 UAV store instructions. 2022-10-31 22:07:45 +01:00
Zebediah Figura
03f9d16047 vkd3d-shader/hlsl: Parse UAV stores. 2022-10-31 22:07:44 +01:00
Zebediah Figura
0a2aaa690e vkd3d-shader/hlsl: Implement typed UAV loads. 2022-10-31 22:07:43 +01:00
Zebediah Figura
12e397de9a vkd3d-shader/hlsl: Write SM4 UAV declarations. 2022-10-31 22:07:41 +01:00