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".
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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.
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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.
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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.
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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
58c7c4b806
vkd3d-common: Always prefix debug output with "vkd3d".
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Make it clear which library the debug output is coming from, without relying on
the function name including "vkd3d".
2022-11-08 20:52:27 +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
Zebediah Figura
2ec67e0f10
vkd3d-shader/hlsl: Allocate UAVs.
2022-10-31 22:07:40 +01:00
Francisco Casas
5af7316a12
vkd3d-shader/hlsl: Support explicit cast between component-wise compatible types.
2022-10-25 21:25:58 +02:00
Francisco Casas
d21fd584b1
vkd3d-shader/hlsl: Support implicit casts between component-wise equal types.
2022-10-25 21:25:57 +02:00
Francisco Casas
1c77811648
vkd3d-shader/hlsl: Remove incorrect criteria for accepting implicit casts.
2022-10-25 21:25:55 +02:00
Francisco Casas
d93ce28995
vkd3d-shader/hlsl: Handle complex types in add_cast().
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This extends the support of this function, whether doing broadcasts or
component-wise casts, to struct and array types.
2022-10-25 21:25:51 +02:00
Francisco Casas
0a345a2b73
vkd3d-shader/hlsl: Rename "t1" and "t2" arguments as "src" and "dst".
2022-10-25 21:25:49 +02:00
Brendan Shanks
963ea98a52
vkd3d-common: Add a Windows implementation of vkd3d_set_thread_name().
2022-10-25 21:25:38 +02:00
Zebediah Figura
0ef04659c7
vkd3d-shader/hlsl: Parse UAV types.
2022-10-19 21:59:55 +02:00
Zebediah Figura
fea50d243c
vkd3d-shader/hlsl: Parse texture index expressions.
2022-10-19 21:59:55 +02:00
Zebediah Figura
7115a94063
vkd3d-shader/hlsl: Cast array indices inside of add_array_load().
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Mostly in the interest of keeping the yacc code as simple as possible.
2022-10-19 21:59:55 +02:00
Giovanni Mascellani
0a07ac6f88
vkd3d-shader/hlsl: Lower float modulus.
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Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
2022-10-19 21:59:17 +02:00
Giovanni Mascellani
eb119878f7
vkd3d-shader/hlsl: Lower int modulus.
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Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
2022-10-19 21:59:15 +02:00
Giovanni Mascellani
85856473f6
vkd3d-shader/hlsl: Write SM4 fractional part instructions.
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Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
2022-10-19 21:59:13 +02:00
Francisco Casas
5a1b0dbf44
vkd3d-shader/hlsl: Always go through implicit conversion in assignments.
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Otherwise we silently skip some type checks.
2022-10-17 17:58:56 +02:00
Giovanni Mascellani
eb7b594002
vkd3d-shader/hlsl: Lower int division.
2022-10-17 17:58:17 +02:00
Giovanni Mascellani
4c13ae5764
vkd3d-shader/hlsl: Lower int absolute value.
2022-10-17 17:58:14 +02:00
Giovanni Mascellani
5442f4236c
vkd3d-shader/hlsl: Write SM4 square root instructions.
2022-10-17 17:58:12 +02:00
Giovanni Mascellani
8e5aefb309
vkd3d-shader/hlsl: Parse length() intrinsic.
2022-10-17 17:58:09 +02:00
Zebediah Figura
6b45f290f7
vkd3d-shader/hlsl: Pass a location pointer to init_node().
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Instead of a flat location structure.
2022-10-12 21:58:03 +02:00
Zebediah Figura
20fc4375ad
vkd3d-shader/hlsl: Introduce a hlsl_new_expr() helper.
2022-10-12 21:58:01 +02:00
Zebediah Figura
1e10b5e616
vkd3d-shader/hlsl: Write SM4 reinterpret instructions.
2022-10-12 21:57:59 +02:00
Zebediah Figura
2d4d2e1244
vkd3d-shader/hlsl: Parse the asuint() intrinsic.
2022-10-12 21:57:57 +02:00
Giovanni Mascellani
1655d309bd
vkd3d-shader/hlsl: Write SM4 rsq instructions.
2022-10-10 21:13:04 +02:00
Giovanni Mascellani
d600f0488e
vkd3d-shader/hlsl: Parse normalize intrinsic.
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Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com>
2022-10-10 21:13:03 +02:00