Commit Graph

6587 Commits

Author SHA1 Message Date
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
Francisco Casas
95bd06be83 tests/shader-runner: Query for SM6 support instead of checking VKD3D_SHADER_UNSUPPORTED_DXIL.
This change avoids skipping the tests on a Windows build, where the
support is present but the macro is not defined.

Thanks Giovanni for pointing this out.
2024-09-30 19:29:14 +02:00
Francisco Casas
42f910e56e tests/shader_runner: Query for GLSL target support instead of checking VKD3D_SHADER_UNSUPPORTED_GLSL. 2024-09-30 19:28:09 +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
Francisco Casas
ebc4f84185 tests/shader_runner: Use skip() when the d3d12 device doesn't support shader model 6. 2024-09-24 13:54:27 +02:00
Francisco Casas
a4262c3836 tests/shader_runner: Skip the DXIL tests when DXIL support is not enabled. 2024-09-24 13:51:14 +02:00
Francisco Casas
94af1754dd tests/shader_runner: Skip the GLSL tests when GLSL support is not enabled. 2024-09-24 13:45:57 +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
Conor McCarthy
ae4a6c7044 tests/d3d12: Test invalid bytecode in test_root_signature_byte_code(). 2024-09-24 13:30:33 +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
Conor McCarthy
966e627733 tests/d3d12: Test a bounded range at the same offset as an unbounded one in test_unbounded_resource_arrays(). 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