Commit Graph

1504 Commits

Author SHA1 Message Date
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
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
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
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
Henri Verbeet
0f3a42c34b tests: Implement check_requirements() for the OpenGL shader runner. 2024-02-13 22:51:36 +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
Giovanni Mascellani
2359ebc976 tests: Release the code blob in test_thread_id() (Valgrind). 2024-02-09 22:47:47 +01:00
Giovanni Mascellani
4ba324d37c tests: Work around a Metal bug.
This test currently hit a Metal bug when run on Apple Silicon with
MoltenVK and fails. We don't have an easy way to mark shader runner
tests as buggy and we're not interested in tracking that bug anyway,
so I'm just working around it.
2024-02-07 22:59:27 +01:00
Conor McCarthy
625e289574 vkd3d-shader/dxil: Handle hyperbolic trigonometric functions in sm6_parser_emit_dx_unary(). 2024-02-07 22:59:23 +01:00
Conor McCarthy
c2f6985454 tests/shader-runner: Add hyperbolic trigonometry tests. 2024-02-07 22:59:22 +01:00
Conor McCarthy
c35ec4f820 vkd3d-shader/dxil: Implement DX intrinsic TextureStore. 2024-02-07 22:59:18 +01:00
Conor McCarthy
cf4ed988d0 tests/shader-runner: Add shader model 6 texture UAV tests.
The UAV default register allocation rules changed with SM 5.1.
2024-02-07 22:59:16 +01:00
Conor McCarthy
805a4bc1e8 tests/shader-runner: Emit descriptor ranges for consecutive resources.
Shader models >= 5.1 support descriptor indexing, and emit arrayed
resource declarations.
2024-02-07 22:59:15 +01:00
Conor McCarthy
7f87a3e5fc vkd3d-shader/spirv: Handle the ACOS, ASIN and ATAN instructions in spirv_compiler_emit_ext_glsl_instruction(). 2024-02-06 23:09:55 +01:00
Petrichor Park
e6746cbbdc tests/shader-runner: Add tests for atan and atan2 trig intrinsics.
Extracted by Conor McCarthy from an HLSL patch, with ulp values
doubled in some cases to cover SM 6 results.
2024-02-06 23:09:48 +01:00
Petrichor Park
92044d5e41 tests/shader-runner: Add tests for acos and asin trig intrinsics.
Extracted by Conor McCarthy from an HLSL patch, and modified to include
SM 6 variations.
2024-02-06 23:09:46 +01:00
Henri Verbeet
532e902a56 vkd3d-common: Get rid of InterlockedDecrement(). 2024-02-06 23:07:36 +01:00
Henri Verbeet
c64921e79b vkd3d-common: Get rid of InterlockedIncrement(). 2024-02-06 23:07:36 +01:00
Giovanni Mascellani
51f13391e6 vkd3d-shader/ir: Introduce a simple control flow graph structurizer.
The structurizer is implemented along the lines of what is usually called
the "structured program theorem": the control flow is completely
virtualized by mean of an additional TEMP register which stores the
block index which is currently running. The whole program is then
converted to a huge switch construction enclosed in a loop, executing
at each iteration the appropriate block and updating the register
depending on block jump instruction.

The algorithm's generality is also its major weakness: it accepts any
input program, even if its CFG is not reducible, but the output
program lacks any useful convergence information. It satisfies the
letter of the SPIR-V requirements, but it is expected that it will
be very inefficient to run on a GPU (unless a downstream compiler is
able to devirtualize the control flow and do a proper convergence
analysis pass). The algorithm is however very simple, and good enough
to at least pass tests, enabling further development. A better
alternative is expected to be upstreamed incrementally.

Side note: the structured program theorem is often called the
Böhm-Jacopini theorem; Böhm and Jacopini did indeed prove a variation
of it, but their algorithm is different from what is commontly attributed
to them and implemented here, so I opted for not using their name.
2024-02-06 23:07:07 +01:00
Conor McCarthy
eae4b7b4a2 vkd3d: Implement GetResourceAllocationInfo1(). 2024-02-01 22:25:13 +01:00
Conor McCarthy
67b4ae658a tests/d3d12: Add tests for GetResourceAllocationInfo1(). 2024-02-01 22:25:12 +01:00
Conor McCarthy
7e84421b9c vkd3d: Support multiple descriptions in GetResourceAllocationInfo(). 2024-02-01 22:25:11 +01:00
Conor McCarthy
8d0331df6c tests/d3d12: Test multiple descriptions in test_resource_allocation_info(). 2024-02-01 22:25:10 +01:00
Conor McCarthy
95e4222cc6 vkd3d-shader/spirv: Emit a vector bitcast if necessary in spirv_compiler_emit_load_ssa_reg(). 2024-02-01 22:25:04 +01:00
Conor McCarthy
ebec0aa434 vkd3d-shader/dxil: Implement DX intrinsic TextureLoad. 2024-02-01 22:25:02 +01:00
Conor McCarthy
e6d52861e9 vkd3d-shader/dxil: Implement DX intrinsic SplitDouble. 2024-02-01 22:24:58 +01:00
Conor McCarthy
254e812b12 tests/shader-runner: Add an asuint() test to the 64-bit cast tests. 2024-02-01 22:24:57 +01:00
Evan Tang
13ac795061 tests/shader-runner: Support testing for integer pixel data.
Modified by Conor McCarthy to use read_uint() and read_uint4().
2024-02-01 22:24:54 +01:00
Henri Verbeet
fef30dac2c vkd3d-shader/d3dbc: Do not fail parsing the shader when undeclared inputs are encountered.
These can be disassembled by D3DDisassemble() just fine, and perhaps
more importantly, shader model 1 vertex shaders do not require dcl_
instructions in Direct3D 8.
2024-01-29 22:33:46 +01:00
Henri Verbeet
8c6f5b847b vkd3d-utils: Implement D3DDisassemble().
Very loosely based on Wine's d3dcompiler_43.
2024-01-29 22:33:44 +01:00
Francisco Casas
13f713f74b vkd3d-shader/hlsl: Turn register(cX) reservations into buffer offset for SM4. 2024-01-29 22:33:27 +01:00
Francisco Casas
c7f7636534 vkd3d-shader/hlsl: Make register(cX) reservations work for SM1. 2024-01-29 22:33:25 +01:00
Francisco Casas
4791c7c23b tests: Test register(cX) reservations. 2024-01-29 22:33:25 +01:00
Francisco Casas
d7d4c9bc90 tests: Rename register-reservations.shader_test to register-reservations-resources.shader_test. 2024-01-29 22:33:25 +01:00
Giovanni Mascellani
fd7d23f64b tests: Mark a strip cut test as buggy in MoltenVK.
Metal, and therefore MoltenVK, doesn't support disabling primitive
restart.
2024-01-25 22:25:05 +01:00
Giovanni Mascellani
c5469c85e8 tests: Mark a depth sampling test as buggy on MoltenVK.
MoltenVK seems to be unable to handle tight inequalities (i.e.,
0.5 <= 0.5) properly on 16 bit depth resources.
2024-01-25 22:25:03 +01:00
Giovanni Mascellani
b6c1e6dcdf tests: Mark the tessellation pipeline as buggy on MoltenVK. 2024-01-25 22:25:03 +01:00
Giovanni Mascellani
74a14dad28 tests: Mark geometry shaders as buggy on MoltenVK. 2024-01-25 22:25:03 +01:00
Giovanni Mascellani
586ebeafec tests: Mark ReadFromSubresource() and WriteToSubresource() as todo on MoltenVK. 2024-01-25 22:25:03 +01:00
Giovanni Mascellani
17f3f2914e tests: Mark a test related to instanced draws as buggy on MoltenVK.
I haven't been able to understand what's happening here exactly,
but it doesn't look like we're generating bad Vulkan calls.
2024-01-25 22:25:01 +01:00
Conor McCarthy
f954724870 vkd3d-shader/spirv: Handle the TAN instruction in spirv_compiler_emit_ext_glsl_instruction(). 2024-01-25 22:24:44 +01:00
Conor McCarthy
2a260b8d56 vkd3d-shader/dxil: Implement DX intrinsics Cos and Sin. 2024-01-25 22:24:41 +01:00
Francisco Casas
d7ffdd7340 tests/shader_runner: Free runner->cs_source and runner->fx_source (valgrind). 2024-01-25 22:24:34 +01:00
Francisco Casas
70e1924e6e tests/shader_runner: Free runner->input_elements in parse_test_directive() (valgrind). 2024-01-25 22:24:33 +01:00
Francisco Casas
8379e5337c tests/shader_runner: Free extensions pointer on vulkan runner (valgrind). 2024-01-25 22:24:32 +01:00
Francisco Casas
48e61fa323 tests/shader_runner: Free runner->uniforms (valgrind). 2024-01-25 22:24:31 +01:00
Francisco Casas
969350a280 tests/shader_runner: Free params.data on test directives (valgrind). 2024-01-25 22:24:30 +01:00
Francisco Casas
8f9b48c455 tests/shader_runner: Pass a pointer to the data when creating uav buffers in d3d12.
The implementation of upload_buffer_data_with_states(), unlike the
implementation of upload_texture_data_with_states(), does not expect a
pointer to a D3D12_SUBRESOURCE_DATA, but rather, a direct pointer to the
data.
2024-01-25 22:24:29 +01:00
Giovanni Mascellani
d304422a34 tests: Mark count buffers as buggy on MoltenVK.
They require Vulkan indirect draw count extension.
2024-01-24 22:38:28 +01:00
Giovanni Mascellani
5d4edba925 tests: Mark a timestamp query test as buggy on MoltenVK.
The generated Vulkan calls look right and do not trigger any
validation error, but the returned timestamp is 0. A valid
timestamp is returned if the CopyResource() call is commented,
or the second EndQuery() call is moved before CopyResource(),
or the first EndQuery() call is commented. I am not seeing any
sensible pattern here, so I guess there is just a bug in
MoltenVK.
2024-01-24 22:38:26 +01:00
Giovanni Mascellani
66cd2af188 tests: Mark clip distance as unsupported on MoltenVK.
At least for tessellation and geometry shaders.
2024-01-24 22:38:23 +01:00
Giovanni Mascellani
9a83e568b4 tests: Mark cull distance as buggy on MoltenVK.
The generated MSL code is not accepted by the Metal runtime, and
it looks wrong anyway.
2024-01-24 22:38:19 +01:00
Giovanni Mascellani
60e0246436 tests: Skip unbounded descriptor ranges tests when they're unsupported.
They are unsupported if the Vulkan descriptor indexing extension
is not available; on MoltenVK it is known to be buggy, so it is
disabled.
2024-01-24 22:38:18 +01:00
Giovanni Mascellani
711ce4e65d tests: Mark loading from stencil as buggy on MoltenVK.
Specifically, MoltenVK seems to be able to load from stencil, but
the specific replicating swizzle (repeating the stencil value on
all the channels) is not honored. The stencil value is read only
on the red channel.
2024-01-24 22:38:15 +01:00
Conor McCarthy
e973271a40 vkd3d-shader/spirv: Handle the ISINF and ISNAN instructions in spirv_compiler_emit_alu_instruction(). 2024-01-24 22:38:04 +01:00
Conor McCarthy
cd674d593e vkd3d-shader/spirv: Implement the ISFINITE instruction. 2024-01-24 22:38:03 +01:00
Conor McCarthy
35d46cf3d9 tests/shader-runner: Add tests for floating point special values. 2024-01-24 22:38:00 +01:00
Zebediah Figura
0f46e7bbad tests: Test signature reflection via D3DReflect().
Ported from Wine.
2024-01-24 22:37:53 +01:00
Zebediah Figura
d1be80e08d tests: Test VKD3D_SHADER_COMPILE_OPTION_BACKCOMPAT_MAP_SEMANTIC_NAMES. 2024-01-24 22:37:53 +01:00
Francisco Casas
1c73513425 tests: Use the vulkan runner to run SM1 compilation tests.
At the current moment this is a little odd because for SM1 [test]
directives are skipped, and the [shader] directives are not executed by
the shader_runner_vulkan.c:compile_shader() but by the general
shader_runner.c:compile_shader(). So in principle it is a little weird
that we go through the vulkan runner.

But fret not, because in the future we plan to make the parser agnostic
to the language of the tests, so we will get rid of the general
shader_runner.c:compile_shader() function and instead call a
runner->compile_shader() function, defined for each runner. Granted,
most of these may call a generic implementation that uses native
compiler in Windows, and vkd3d-shader on Linux, but it would be more
conceptually correct.
2024-01-24 22:37:44 +01:00
Francisco Casas
671f4ec2b2 tests/shader-runner: Call each runner only once.
If the runners require multiple calls to run_shader_tests() for
different shader model ranges, these are moved inside the sole runner
call.

For the same reason, the trace() messages are also moved inside the
runner calls.
2024-01-24 22:37:34 +01:00
Francisco Casas
79de3ec766 tests/shader-runner: Support reading multiple model range args for qualifiers.
We can now pass (sm<4) and (sm>=4) to "fail" and "todo" qualifiers, and
we can use multiple of these qualifier arguments using "&" for AND and
"|" for OR.

examples:
todo(sm>=4 & sm<6)
todo(sm<4 | sm>6)

parenthesis are not supported.

Adding additional model ranges for the tests, if we need them, should be
easier now, since they only have to be added to the "valid_args" array.
2024-01-24 22:37:30 +01:00
Zebediah Figura
57c4a13024 tests: Add tests for valid conditional types. 2024-01-23 20:26:47 +01:00
Conor McCarthy
b3903636f7 vkd3d-shader/dxil: Implement DX intrinsic Binary. 2024-01-23 20:26:29 +01:00
Nikolay Sivov
2c1905b780 vkd3d-shader/hlsl: Allow annotations on techniques.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-23 20:26:19 +01:00
Nikolay Sivov
341963bbec tests/hlsl: Add some tests for annotations. 2024-01-23 20:26:14 +01:00
Giovanni Mascellani
72e2eeaf14 tests: Add a test for SV_ViewportArrayIndex. 2024-01-22 22:19:16 +01:00
Giovanni Mascellani
bd84b96e9f tests: Use test utils to create the pipeline state in test_ps_layer(). 2024-01-22 22:19:16 +01:00
Giovanni Mascellani
245cce02bd tests: Test using SV_RenderTargetArrayIndex in the vertex shader. 2024-01-22 22:19:16 +01:00
Giovanni Mascellani
5ddf745d95 tests: Compile HLSL shaders at runtime in test_ps_layer(). 2024-01-22 22:19:15 +01:00
Conor McCarthy
55c7cd5c22 vkd3d-shader/dxil: Handle semantic kind ISFRONTFACE. 2024-01-22 22:18:33 +01:00
Conor McCarthy
9f409b67d7 vkd3d-shader/dxil: Handle semantic kind VERTEXID. 2024-01-22 22:18:32 +01:00
Conor McCarthy
ca7487a56d vkd3d-shader/spirv: Handle UINT32_MAX result from FIRSTBIT_HI and FIRSTBIT_SHI instructions. 2024-01-22 22:18:27 +01:00
Conor McCarthy
62e15dac8d tests/d3d12: Add a raw firstbit test to test_shader_instructions(). 2024-01-22 22:18:25 +01:00
Zebediah Figura
9ad48f16ea vkd3d-shader/hlsl: Forbid mismatched argument types in ternaries. 2024-01-18 23:15:44 +01:00
Zebediah Figura
275901557c vkd3d-shader/hlsl: Handle scalar values in ternaries. 2024-01-18 23:15:43 +01:00
Zebediah Figura
11112798c8 vkd3d-shader/hlsl: Handle scalar conditions in ternaries. 2024-01-18 23:15:42 +01:00
Zebediah Figura
2c8751478f vkd3d-shader/hlsl: Forbid objects in ternary conditions. 2024-01-18 23:15:41 +01:00
Giovanni Mascellani
93100edb4b tests: Test a couple of degenerate switch instances. 2024-01-18 23:15:35 +01:00
Giovanni Mascellani
6cb7487fb0 tests: Add a test with non-trivial control flow. 2024-01-18 23:15:35 +01:00
Conor McCarthy
83851133c5 vkd3d-shader/ir: Set merged signature element interpolation mode only from used elements. 2024-01-18 23:15:27 +01:00
Conor McCarthy
759362b527 tests: Test an interpolated PS input where component x is unused.
FXC does not emit an interpolation mode for unused elements.
2024-01-18 23:15:26 +01:00
Conor McCarthy
4c30b23821 vkd3d-shader: Make the control point count the outer dimension of I/O arrays.
The relative-addressed case in shader_register_normalise_arrayed_addressing()
leaves the control point id in idx[0], while for constant register
indices it is placed in idx[1]. The latter case could be fixed instead,
but placing the control point count in the outer dimension is more
logical.
2024-01-17 22:28:59 +01:00
Conor McCarthy
b8561d6fd2 tests: Test punned array access in patch constant functions.
The FXC optimiser sometimes converts a local array of input values into
direct array addressing of the inputs, which can result in a
dcl_indexrange instruction spanning input elements with different masks.
2024-01-17 22:28:58 +01:00
Zebediah Figura
16962ac6f1 vkd3d-shader/hlsl: Allow non-numeric types in the ternary operator. 2024-01-17 22:28:51 +01:00
Zebediah Figura
9ac210eb1e tests: Add many more tests for ternary expressions. 2024-01-17 22:28:50 +01:00
Nikolay Sivov
e7d65d39ba vkd3d-shader/fx: Initial support for fx_5_0 output. 2024-01-15 19:57:42 +01:00
Francisco Casas
43ff28b00b vkd3d-shader/hlsl: Emit fixmes on non-constant vector addressing.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=56162

Storing to a vector component using a non-constant index is not allowed
on profiles lower than 6.0. Unless this happens inside a loop that can be
unrolled, which we are not doing yet.

For this reason, a validate_nonconstant_vector_store_derefs pass is
added to detect these cases.

Ideally we would want to emit an hlsl_error on this pass, but before
implementing loop unrolling, we could reach this point on valid HLSL.

Also, as pointed out by Nikolay in the mentioned bug, currently
new_offset_from_path_index() fails an assertion when this happens,
because it expects an hlsl_ir_constant, so a check is added.
It also felt correct to emit an hlsl_fixme there, despite the
redundancy.
2024-01-15 19:57:12 +01:00
Conor McCarthy
c5bc28b454 tests/d3d12: Test vector parameter for countbits() and firstbithigh() in test_shader_instructions(). 2024-01-15 19:56:36 +01:00
Nikolay Sivov
a0207436f2 vkd3d-shader/tpf: Add initial support for writing fx_4_0/fx_4_1 binaries.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-11 23:04:48 +01:00
Nikolay Sivov
e527d7c1e7 vkd3d-shader/hlsl: Handle effect group statement.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-11 23:04:46 +01:00
Nikolay Sivov
f7a02a5da2 vkd3d-shader/hlsl: Add variables for techniques.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-11 23:04:45 +01:00
Nikolay Sivov
c3af1f9989 vkd3d-shader/hlsl: Add 'fxgroup' token.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-11 23:04:42 +01:00
Nikolay Sivov
ffae369748 tests: Add some tests for effects groups syntax.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-01-11 23:04:42 +01:00
Giovanni Mascellani
90bcc6691d tests: Mark resource arrays as buggy on MoltenVK.
They require Vulkan descriptor indexing extension, which is
exposed by MoltenVK but known to be buggy, so we assume it is
disabled.
2024-01-08 21:44:58 +01:00
Giovanni Mascellani
a610ccaed9 tests: Mark predicated rendering as buggy on MoltenVK.
It requires Vulkan conditional rendering extension.
2024-01-08 21:44:56 +01:00
Giovanni Mascellani
54514ba7dd tests: Mark streaming output as buggy on MoltenVK.
It requires Vulkan transform feedback extension.
2024-01-08 21:44:55 +01:00
Giovanni Mascellani
1cc2ccaf98 tests: Mark some sampling tests as buggy on MoltenVK.
Apparently Metal doesn't support specifying a bias directly in the
sampler, and, with "nearest" mip filtering, it doesn't switch
precisely at LOD 0.5 (though still between 0.5 and 0.6).
2024-01-08 21:44:53 +01:00
Giovanni Mascellani
9c9b1fadbd tests: Use a uint target for rendering uint data.
This fixes a failure in MoltenVK.
2024-01-08 21:44:50 +01:00
Zebediah Figura
1ce7e3d8b1 vkd3d-shader/d3dbc: Assign unique register indices for VKD3DSPR_RASTOUT. 2024-01-04 22:23:09 +01:00
Henri Verbeet
62f18f749b tests: Print the failing line numbers when a test fails.
Currently, if a probe fails, it will print the line number of the [test]
block the probe is in, not the line number of the probe itself. This
makes it somewhat difficult to debug.

This commit makes it print the line number that a test fails at.
2024-01-02 23:03:25 +01:00
Conor McCarthy
812f01c2e2 vkd3d-shader/spirv: Handle ITOI and UTOU in spirv_compiler_map_alu_instruction().
These instructions perform integer casts to/from 64 bits.
2024-01-02 23:03:07 +01:00
Conor McCarthy
99924d913b vkd3d-shader/spirv: Support 64-bit sources in spirv_compiler_emit_int_div(). 2024-01-02 23:03:05 +01:00
Conor McCarthy
13459a55f1 vkd3d-shader/spirv: Introduce a UINT64 component type. 2024-01-02 23:03:04 +01:00
Conor McCarthy
cc43ef3bca vkd3d: Pass int64 capability info to vkd3d-shader. 2024-01-02 23:03:00 +01:00
Zebediah Figura
6a514ebe8e tests: Avoid using "SV_Position" as a name for the vertex shader input.
We use vkd3d_shader_find_signature_element() in the Vulkan runner, and
vkd3d-shader translates SM1 position to "POSITION".
2023-12-14 23:19:30 +01:00
Zebediah Figura
aa44f9b390 tests: Use struct vkd3d_shader_scan_signature_info to retrieve the VS input signature.
In order to allow retrieving it from d3dbc shaders.
2023-12-14 23:19:28 +01:00
Conor McCarthy
f23426ec32 tests/shader-runner: Check for int64 support in the Vulkan runner. 2023-12-14 21:00:41 +01:00
Conor McCarthy
a80ea8168f tests/shader-runner: Check for float64 support in the Vulkan runner. 2023-12-14 21:00:39 +01:00
Conor McCarthy
cd43cb3752 tests/shader-runner: Check for float64 support in the d3d11 runner. 2023-12-14 21:00:38 +01:00
Giovanni Mascellani
09235d9e09 tests: Test assigning multisampled textures with different sample counts. 2023-12-13 22:32:38 +01:00
Conor McCarthy
af731024d7 tests/shader-runner: Fix the arithmetic-int-uniform int64 abs expected results. 2023-12-13 22:32:31 +01:00
Conor McCarthy
108941fce0 tests/shader-runner: Add 64-bit bitwise tests. 2023-12-12 22:50:52 +01:00
Conor McCarthy
27d4ccf225 tests/shader-runner: Add 64-bit arithmetic tests. 2023-12-12 22:50:51 +01:00
Conor McCarthy
8a1eb306e8 tests/shader-runner: Introduce a 'float64' requirement directive. 2023-12-12 22:50:50 +01:00
Conor McCarthy
95c48eb98e tests/shader-runner: Introduce an 'int64' requirement directive. 2023-12-12 22:50:49 +01:00
Conor McCarthy
af86cdf713 tests/shader-runner: Add a non-const-indexing test for asfloat() result storage. 2023-12-11 23:18:54 +01:00
Conor McCarthy
3db7c2a62d vkd3d-shader/dxil: Implement the DXIL STORE instruction. 2023-12-11 23:18:51 +01:00
Conor McCarthy
df82c61482 tests/shader-runner: Test an uninitialised indexable temp. 2023-12-11 23:18:49 +01:00
Stefan Dösinger
b0d1fb0bd7 tests: Show that CreatePipelineState also doesn't reuse duplicate objects. 2023-12-07 21:57:45 +01:00
Stefan Dösinger
1eaf7fa37b tests: Show that compute pipeline state objects are not reused. 2023-12-07 21:57:45 +01:00
Stefan Dösinger
82a3209ee2 tests: Show that graphics pipeline state objects are not reused. 2023-12-07 21:57:45 +01:00
Stefan Dösinger
705cf10626 tests: Show that creating identical root signatures returns the same pointer. 2023-12-07 21:57:45 +01:00
Zebediah Figura
fcd6ec33bd tests: Avoid shadowing "l" in test_get_copyable_footprints().
Found with -Wshadow.
2023-12-07 21:57:18 +01:00
Conor McCarthy
a33a9127ca vkd3d-shader/dxil: Implement DX intrinsic Unary. 2023-12-07 21:56:53 +01:00
Conor McCarthy
16cb6fdbad vkd3d-shader/spirv: Support constant initialisers in indexable temps. 2023-12-07 21:56:44 +01:00
Henri Verbeet
0c33f82f72 Release 1.10. 2023-12-06 15:31:21 +01:00
Francisco Casas
736f3ae2df vkd3d-shader/hlsl: Use values at the time of the swizzle's load in copy-propagation.
This preempts us from replacing a swizzle incorrectly, as in the
following example:

    1: A.x = 1.0
    2: A
    3: A.x = 2.0
    4: @2.x

were @4 ends up being 2.0 instead of 1.0, because that's the value stored in
A.x at time 4, and we should be querying it at time 2.

This also helps us to avoid replacing a swizzle with itself in copy-prop
which can result in infinite loops, as with the included tests this commit.

Consider the following sequence of instructions:

    1 : A
    2 : B = @1
    3 : B
    4 : A = @3
    5 : @1.x

Current copy-prop would replace 5 so it points to @3 now:

    1 : A
    2 : B = @1
    3 : B
    4 : A = @3
    5 : @3.x

But in the next iteration it would make it point back to @1, keeping it
spinning infinitively.

The solution is to index the instructions and don't replace the swizzle
if the new load happens after the current load.
2023-11-29 22:53:24 +01:00
Francisco Casas
e6b7b38a29 tests: Test current failure when propagating swizzles.
The included test fails because copy_propagation_transform_swizzle()
is using the value recorded for the variable when the swizzle is being
read, and not the swizzle's load.
2023-11-29 22:53:16 +01:00
Zebediah Figura
d1ce069ea6 tests/shader_runner: Remove an unnecessary local variable declaration.
Found with -Wshadow.
2023-11-28 00:09:51 +01:00
Alistair Leslie-Hughes
5c134d44d6 include: D3D12_RT_FORMAT_ARRAY remove typedef to make header compatible with windows.
windows d3d12.idl doesn't have this as a typedef.
2023-11-28 00:09:20 +01:00
Giovanni Mascellani
f0a16d84ce ci: Execute the shader runner on the correct test data on Windows. 2023-11-23 22:37:21 +01:00
Henri Verbeet
beb3f6e0c2 tests: Introduce an OpenGL shader runner. 2023-11-22 22:08:11 +01:00
Francisco Casas
4e1bf5e163 vkd3d-shader/hlsl: Discern between signed and unsigned ints when parsing. 2023-11-22 22:08:05 +01:00
Francisco Casas
1ee9e23e00 tests: Test overloads with signed and unsigned numeric values. 2023-11-22 22:08:05 +01:00
Francisco Casas
9a8f6e0edb vkd3d-shader/hlsl: Parse integers with the 'u' postfix. 2023-11-22 22:08:04 +01:00
Francisco Casas
3f09cdcaa1 tests: Test integers with the 'u' postfix. 2023-11-22 22:08:04 +01:00