Commit Graph

2122 Commits

Author SHA1 Message Date
Nikolay Sivov
0e5749e78e vkd3d-shader/hlsl: Allow 'break' instructions in loops.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:12 +02:00
Conor McCarthy
75c2af3640 vkd3d-shader/spirv: When declaring a CBV initialise the register with the register index range.
The declaration instruction register contains id, range first, and range
last. The backend includes range first in the variable name. After commit
e8b3561252 it was always zero, and since commit 67f0196c33 it is
UINT_MAX, so constant buffers are named, e.g., "%cb0_4294967295".
2023-10-09 21:58:01 +02:00
Zebediah Figura
a4c5f3a798 vkd3d-shader/spirv: Add a debug name for the push constant buffer. 2023-10-09 21:57:53 +02:00
Henri Verbeet
98d158d004 vkd3d-shader/tpf: Get rid of the output map.
Map output registers in the backend instead, as needed.
2023-10-09 21:57:46 +02:00
Henri Verbeet
31ce7c3a38 vkd3d-shader/hlsl: Get rid of the vkd3d_sm4_* forward declarations in hlsl.h.
These are no longer needed outside of tpf.c.
2023-10-09 21:57:38 +02:00
Francisco Casas
014960b64b vkd3d-shader/tpf: Use lookup table for opcode_info_from_sm4().
Makes get_opcode_info() and thus, tpf reading a little faster.
2023-10-05 16:16:27 +02:00
Francisco Casas
88b644a11d vkd3d-shader/tpf: Don't store sm4 instruction extra bits in the opcode.
Adding extra bits to instr->opcode doesn't seem correct, given that it
is an enum.

For instance, get_opcode_info() would return NULL if additional bits are
added to instr->opcode. This is not a problem now because that function
is called when reading and not writing.
2023-10-05 16:16:24 +02:00
Francisco Casas
0a5fa80f02 vkd3d-shader/tpf: Apply mask to swizzle when swizzle type is scalar.
In native's output, for scalar swizzles only the first component of the
swizzle is written, the others are left as zero.
2023-10-05 16:16:21 +02:00
Francisco Casas
f06169afc5 vkd3d-shader/tpf: Don't calculate instruction size in advance.
Co-authored-by: Henri Verbeet <hverbeet@codeweavers.com>
2023-10-05 16:16:19 +02:00
Nikolay Sivov
7c378cc6f9 vkd3d-shader/hlsl: Remove conditional branching when condition is a compile time constant.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:16:09 +02:00
Nikolay Sivov
f3389789b2 vkd3d-shader: Add constant folding for 'rsq'.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:16:03 +02:00
Nikolay Sivov
a58c659b10 vkd3d-shader/hlsl: Add constant folding for binary complement operator.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:15:56 +02:00
Nikolay Sivov
8ebccad3c9 vkd3d-shader/hlsl: Add constant folding for rshift.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:15:54 +02:00
Nikolay Sivov
6e74819eb7 vkd3d-shader/hlsl: Add constant folding for lshift.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:15:52 +02:00
Nikolay Sivov
8c9d65d6b3 vkd3d-shader/hlsl: Add constant folding for logical 'not', for bools.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:15:50 +02:00
Francisco Casas
4ab6572be7 vkd3d-shader/hlsl: Replace hlsl_type_get_regset() uses with hlsl_deref_get_regset(). 2023-10-05 16:15:37 +02:00
Francisco Casas
a214b7374b vkd3d-shader/hlsl: Avoid hlsl_type_get_regset() in allocate_register_reservations(). 2023-10-05 16:15:34 +02:00
Francisco Casas
cd0e3786c3 vkd3d-shader/hlsl: Avoid hlsl_type_get_regset() in sm4_get_extern_resources(). 2023-10-05 16:15:28 +02:00
Francisco Casas
dfce1e7f4a vkd3d-shader/hlsl: Make regset an output argument in hlsl_type_get_component_offset().
Components only span across a single regset, so instead of expecting the
regset as input for the offset, hlsl_type_get_component_offset() can
actually retrieve it.
2023-10-05 16:15:26 +02:00
Nikolay Sivov
b5c0c9c22f vkd3d-shader/hlsl: Add fwidth() function.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-05 16:15:10 +02:00
Alistair Leslie-Hughes
71715cc434 vkd3d-shader: Fix compiler warning.
vkd3d-shader/tpf.c:3810:39: warning: passing argument 2 of ‘sm4_register_from_node’ from incompatible pointer type [-Wincompatible-pointer-types]
vkd3d-shader/tpf.c:4750:59: warning: passing argument 3 of ‘sm4_register_from_deref’ from incompatible pointer type [-Wincompatible-pointer-types]

Change to use uint32_t as requested.
2023-10-05 16:14:44 +02:00
Francisco Casas
c92772657f vkd3d-shader/tpf: Replace sm4_src_register with vkd3d_shader_src_param. 2023-10-03 21:27:48 +02:00
Francisco Casas
13f62e60e1 vkd3d-shader/tpf: Remove sm4_src_register.swizzle_type. 2023-10-03 21:27:47 +02:00
Francisco Casas
32f03468fc vkd3d-shader/tpf: Make sm4_src_register.mod a vkd3d_shader_src_modifier enum. 2023-10-03 21:27:45 +02:00
Francisco Casas
f50d0ae2cb vkd3d-shader/tpf: Store vkd3d-shader swizzles in sm4_src_register.swizzle. 2023-09-28 23:13:16 +02:00
Francisco Casas
ef9ec28eb0 vkd3d-shader/tpf: Replace sm4_dst_register with vkd3d_shader_dst_param. 2023-09-28 23:13:14 +02:00
Francisco Casas
d41d8f8771 vkd3d-shader/tpf: Rename sm4_dst_register.writemask to write_mask. 2023-09-28 23:13:12 +02:00
Francisco Casas
123e399b89 vkd3d-shader/d3d-asm: Don't print offset for DEPTHOUT registers.
This register is unique and thus is not accompanied with an offset in
the native disassembler output.
2023-09-27 22:34:48 +02:00
Francisco Casas
ef1567c17b vkd3d-shader/d3d-asm: Use vkd3d_shader_register.dimension to know when to dump writemask.
This change ensures that we don't dump the writemask for registers that
have a scalar dimension.

For instance, for this shader:

    float r;

    float4 main(out float d : DEPTH) : sv_target
    {
        d = r;
        return 0;
    }

we now correctly dump

    dcl_output oDepth

instead of

    dcl_output oDepth.x
2023-09-27 22:34:47 +02:00
Francisco Casas
a358722f71 vkd3d-shader/d3d-asm: Use vkd3d_shader_register.dimension to know when to dump swizzle.
The assumption that sampler registers never have a swizzle is not
totally correct.

For instance, for the following shader:

    Texture2D tex;
    sampler sam;

    float4 main() : sv_target
    {
        return tex.GatherGreen(sam, float2(0, 0));
    }

the gather instruction is being disassembled as

  gather4_indexable(texture2d) o0.xyzw, l(0.0, 0.0, 0.0, 0.0), t0.xyzw, s0

instead of

  gather4_indexable(texture2d)(float,float,float,float) o0.xyzw, l(0.0, 0.0, 0.0, 0.0), t0.xyzw, s0.y

(notice the missing swizzle in the last parameter s0).

This is because the Gather instructions give the sampler register a vec4
dimension (and scalar swizzle type) to indicate the channel for the
gather operation.

The solution is using the new vkd3d_shader_register.dimension instead of
checking the swizzle type.
2023-09-27 22:34:46 +02:00
Francisco Casas
8e0fe29bfc vkd3d-shader/tpf: Replace sm4_register with vkd3d_shader_register. 2023-09-27 22:34:31 +02:00
Francisco Casas
10bbc7eda5 vkd3d-shader/tpf: Move sm4_register.mod to sm4_src_register. 2023-09-27 22:34:30 +02:00
Francisco Casas
8124ba3a54 vkd3d-shader/tpf: Put sm4_register.immconst_uint inside a union. 2023-09-27 22:34:28 +02:00
Francisco Casas
0c8b74cb39 vkd3d-shader/tpf: Turn sm4_register.dim into an enum vkd3d_shader_dimension. 2023-09-27 22:34:26 +02:00
Conor McCarthy
f61c853f61 vkd3d-shader/dxil: Convert into an error the warning for an unhandled instrinsic. 2023-09-26 22:07:51 +02:00
Conor McCarthy
b30b95e824 vkd3d-shader/dxil: Do not access null code blocks on failure. 2023-09-26 22:07:50 +02:00
Francisco Casas
74d79c7e45 vkd3d-shader/d3dbc: Initialize register dimension for all register types. 2023-09-26 22:07:06 +02:00
Francisco Casas
33f47c5ae9 vkd3d-shader/tpf: Parse register dimension for all register types. 2023-09-26 22:07:04 +02:00
Francisco Casas
e904660497 vkd3d-shader: Turn vkd3d_shader_register.immconst_type into vkd3d_shader_register.dimension. 2023-09-26 22:07:04 +02:00
Francisco Casas
dc35125d73 vkd3d-shader/tpf: Use vsir_register_init() in shader_sm1_parse_dst_param(). 2023-09-26 22:07:03 +02:00
Francisco Casas
51aa5a45e9 vkd3d-shader/tpf: Use vsir_register_init() in shader_sm1_parse_src_param(). 2023-09-26 22:07:02 +02:00
Francisco Casas
c1d9e776e2 vkd3d-shader/tpf: Use vsir_register_init() in shader_sm4_read_param(). 2023-09-26 22:07:01 +02:00
Francisco Casas
6f5cb219f4 vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_default_control_point_phase(). 2023-09-26 22:07:00 +02:00
Francisco Casas
81802e27d0 vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_resource_declaration(). 2023-09-26 22:06:59 +02:00
Francisco Casas
314c6e4808 vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_sampler_declaration(). 2023-09-26 22:06:58 +02:00
Francisco Casas
b2f262467f vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_dcl_immediate_constant_buffer(). 2023-09-26 22:06:56 +02:00
Francisco Casas
67f0196c33 vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_cbv_declaration(). 2023-09-26 22:06:55 +02:00
Francisco Casas
04529bc0b7 vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_dcl_indexable_temp(). 2023-09-26 22:06:54 +02:00
Francisco Casas
e174f6b413 vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_emit_hull_shader_builtins(). 2023-09-26 22:06:53 +02:00
Francisco Casas
89d7bd7a81 vkd3d-shader/spirv: Use vsir_register_init() in spirv_compiler_get_invocation_id(). 2023-09-26 22:06:52 +02:00
Francisco Casas
5d6899888d vkd3d-shader: Rename shader_register_init() to vsir_register_init(). 2023-09-26 22:06:50 +02:00
Giovanni Mascellani
d9c8b49ea0 vkd3d-shader/ir: Remove dead code during normalisation.
The SPIR-V backend generates invalid SPIR-V code when
VSIR has dead code (except for NOPs).
2023-09-25 22:07:27 +02:00
Zebediah Figura
fcda20a8c3 vkd3d-shader/hlsl: Use lower_ir() for lower_sqrt(). 2023-09-25 22:07:23 +02:00
Zebediah Figura
496a3a2093 vkd3d-shader/hlsl: Use lower_ir() for lower_division(). 2023-09-25 22:07:22 +02:00
Zebediah Figura
ecd781e809 vkd3d-shader/hlsl: Use lower_ir() for lower_int_abs(). 2023-09-25 22:07:21 +02:00
Zebediah Figura
7944ee9bed vkd3d-shader/hlsl: Use lower_ir() for lower_casts_to_bool(). 2023-09-25 22:07:20 +02:00
Zebediah Figura
65bf6e997c vkd3d-shader/hlsl: Use lower_ir() for more passes. 2023-09-25 22:07:18 +02:00
Petrichor Park
976fd67f51 vkd3d-shader/hlsl: Implement intrinsic tan.
This commit also extends the trigonometry tests a little bit to make
sure that tan works right.
2023-09-25 22:07:13 +02:00
Conor McCarthy
6ec5e5bf54 vkd3d-shader/dxil: Implement DX instruction LoadInput. 2023-09-25 22:07:09 +02:00
Conor McCarthy
644a06dcca vkd3d-shader/dxil: Declare shader inputs. 2023-09-25 22:07:08 +02:00
Conor McCarthy
5984b4e455 vkd3d-shader/dxbc: Load input signatures also from ISG1 chunks.
When DXBC contains DXIL code it uses ISG1 signatures.
2023-09-25 22:07:06 +02:00
Conor McCarthy
575135a9ce vkd3d-shader/spirv: Build undefined values once. 2023-09-25 22:07:05 +02:00
Conor McCarthy
3249723972 vkd3d-shader/spirv: Introduce a Static Single Assignment register type. 2023-09-25 22:07:04 +02:00
Conor McCarthy
a67a85989f vkd3d-shader/d3d-asm: Trace undefined registers. 2023-09-25 22:07:02 +02:00
Conor McCarthy
b765f3c770 vkd3d-shader: Make the paramater allocator slab size at least MAX_REG_OUTPUT.
The allocator is used for DXIL input/output parameter arrays.
2023-09-25 22:07:01 +02:00
Zebediah Figura
257a351f37 vkd3d-shader/spirv: Flush NaN to zero in ftoi. 2023-09-25 22:06:45 +02:00
Zebediah Figura
a5b6162d25 vkd3d-shader/spirv: Clamp ftoi upper bound to INT_MAX. 2023-09-25 22:06:44 +02:00
Zebediah Figura
9dee15da5b vkd3d-shader/spirv: Clamp ftoi lower bound to INT_MIN. 2023-09-25 22:06:43 +02:00
Zebediah Figura
cc893a3368 vkd3d-shader/spirv: Clamp ftou upper bound to UINT_MAX. 2023-09-25 22:06:41 +02:00
Zebediah Figura
491146fa94 vkd3d-shader/spirv: Clamp ftou lower bound to zero. 2023-09-25 22:06:39 +02:00
Nikolay Sivov
485cbe8cb7 vkd3d-shader/hlsl: Add constant folding for 'sat'.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-22 11:06:35 +02:00
Nikolay Sivov
89c99cccce vkd3d-shader/hlsl: Add constant folding for 'exp2'.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-22 11:06:34 +02:00
Nikolay Sivov
c16c5caad8 vkd3d-shader/hlsl: Add constant folding for 'fract'.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-22 11:06:33 +02:00
Giovanni Mascellani
c69562128a vkd3d-shader/hlsl: Correctly fold casts from double. 2023-09-22 11:06:29 +02:00
Giovanni Mascellani
49bbd98a04 vkd3d-shader/hlsl: Correctly fold casts from float.
I.e., without invoking undefined behavior in the compiler. The rules
are desumed from the the MSDN documentation for ftoi and ftou.
2023-09-22 11:06:28 +02:00
Nikolay Sivov
d9c984c11a vkd3d-shader/hlsl: Add constant folding for the ternary operator.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-22 11:06:23 +02:00
Nikolay Sivov
6d1ba83856 vkd3d-shader/hlsl: Use conditional moves for arithmetic operators instead of branching.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-22 11:06:22 +02:00
Giovanni Mascellani
34b1c0fe5d vkd3d-shader/ir: Validate source parameters. 2023-09-22 11:06:18 +02:00
Giovanni Mascellani
603170106c vkd3d-shader/ir: Validate destination parameters. 2023-09-22 11:06:17 +02:00
Giovanni Mascellani
585e60ad3b vkd3d-shader/ir: Validate register types. 2023-09-22 11:06:16 +02:00
Giovanni Mascellani
b09cfbda90 vkd3d-shader/ir: Validate instruction handlers. 2023-09-22 11:06:15 +02:00
Giovanni Mascellani
c052cd8998 vkd3d-shader/ir: Introduce a boilerplate to validate the generated IR.
For the moment the validator is trivial, it never fails. Checks will
be added incrementally.
2023-09-22 11:06:13 +02:00
Giovanni Mascellani
cf871d2cb2 vkd3d-shader: Embed the parsing location in vkd3d_shader_instruction.
So that it can be used for printing meaningful error locations by
downstream processors.
2023-09-22 11:06:12 +02:00
Giovanni Mascellani
531c41306d vkd3d-shader/dxil: Destroy the SM6 parser on parsing errors. 2023-09-22 11:06:11 +02:00
Giovanni Mascellani
78220ed07e vkd3d-shader/tpf: Destroy the SM4 parser on parsing errors. 2023-09-22 11:06:10 +02:00
Giovanni Mascellani
a2fb9588c7 vkd3d-shader/d3dbc: Destroy the SM1 parser on parsing errors. 2023-09-22 11:06:09 +02:00
Giovanni Mascellani
d1cb6b41b1 vkd3d-shader/d3dbc: Skip DCL semantic tokens properly. 2023-09-22 11:06:08 +02:00
Giovanni Mascellani
9487cc6ab5 vkd3d-shader/ir: Simplify the control flow in shader_instruction_normalise_io_params(). 2023-09-22 11:06:06 +02:00
Giovanni Mascellani
5220125c9f vkd3d-shader/ir: Fully reinitialize an instruction when making it a NOP. 2023-09-22 11:06:05 +02:00
Giovanni Mascellani
05af25eecb vkd3d-shader: Rename shader_instruction_init(). 2023-09-22 11:06:05 +02:00
Henri Verbeet
90d4529f27 Release 1.9. 2023-09-21 19:16:32 +02:00
Zebediah Figura
9417c7cfb7 vkd3d-shader/d3dbc: Translate sm1 fragment outputs to system values. 2023-09-21 19:16:31 +02:00
Zebediah Figura
1615e5a76b vkd3d-shader/dxbc: Map sm4 fragment outputs to system values based on their name. 2023-09-21 19:16:29 +02:00
Zebediah Figura
fd120d8f2d vkd3d-shader: Rename vkd3d_shader_next_stage_info to vkd3d_shader_varying_map_info.
It was originally intended that this structure could hold other information
about the next stage which compilation might depend on. For example, compilation
to GLSL needs to know the type of the next shader in some circumstances.

That was never actualized, and since the API is fixed at this point for 1.9, it
makes the most sense to rename the structure to match its actual scope.

The documentation was written and arranged to imply that the structure would
hold other information about the next shader than the varying map; this is
changed accordingly as well.
2023-09-21 19:16:27 +02:00
Henri Verbeet
f796d8668e vkd3d-shader: Export vkd3d_shader_build_varying_map. 2023-09-19 21:30:35 +02:00
Henri Verbeet
da89da2bf3 vkd3d-shader: Hide support for DXIL sources.
Unfortunately this is not sufficiently ready to release.
2023-09-18 21:04:19 +02:00
Giovanni Mascellani
ee28861837 vkd3d-shader/hlsl: Document some possibly obscure HLSL opcodes. 2023-09-14 20:28:55 +02:00
Giovanni Mascellani
f251da574c vkd3d-shader/hlsl: Remove HLSL_OP3_LERP.
It is unused, and it's not clear whether it would be of any help to
have it.
2023-09-14 20:28:54 +02:00
Nikolay Sivov
45541dd9b2 vkd3d-shader/asm: Tweak TEXCOORD declaration name.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-13 23:11:16 +02:00
Nikolay Sivov
ee6c66eb1b vkd3d-shader/d3dbc: Disallow 1D sampler types when writing sampler declaration.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-13 23:11:14 +02:00
Nikolay Sivov
177ea3bcbd vkd3d-shader/hlsl: Produce 2D resource declarations and loads for tex1D().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-13 23:11:11 +02:00
Francisco Casas
39563aa5b3 vkd3d-shader/hlsl: Lower matrix swizzles. 2023-09-13 23:10:38 +02:00
Nikolay Sivov
fc2aaee224 vkd3d-shader: Use ternary operator in fmod() implementation.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-07 19:15:26 +02:00
Nikolay Sivov
1002a6b357 vkd3d-shader/tpf: Use 'movc' to implement ternary operator.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-07 19:15:25 +02:00
Nikolay Sivov
c5d680d141 vkd3d-shader/hlsl: Add tex1D() function.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-07 19:15:06 +02:00
Conor McCarthy
3badab2086 vkd3d-shader: Handle size in bytes in spirv_compiler_emit_cbv_declaration().
The caller passes a byte size now.
2023-09-04 20:25:33 +02:00
Conor McCarthy
bad4c74002 vkd3d-shader: Match only UAV descriptors in vkd3d_shader_scan_add_uav_flag().
Fixes compilation failures in Cyberpunk 2077 due to missing UAV counter
flag.
2023-09-04 20:25:31 +02:00
Zebediah Figura
a597dc8755 vkd3d-shader/hlsl: Define lit() in HLSL. 2023-08-30 22:49:03 +02:00
Zebediah Figura
9ab77658f2 vkd3d-shader/hlsl: Define smoothstep() in HLSL. 2023-08-30 22:49:01 +02:00
Zebediah Figura
d396c4ce27 vkd3d-shader/hlsl: Store the internal name counter in struct hlsl_ctx.
This is minutely more efficient than using a global variable and atomic instructions.
2023-08-30 22:48:59 +02:00
Zebediah Figura
f22e52f358 vkd3d-shader/hlsl: Separate an add_user_call() helper. 2023-08-30 22:48:57 +02:00
Zebediah Figura
63e056512d vkd3d-shader/hlsl: Introduce an hlsl_sprintf_alloc() helper. 2023-08-30 22:48:55 +02:00
Conor McCarthy
d27b8eb2c0 vkd3d-shader/dxil: Implement DX instruction StoreOutput. 2023-08-30 22:48:52 +02:00
Conor McCarthy
bf49a1a95b vkd3d-shader/dxil: Declare shader outputs. 2023-08-30 22:48:50 +02:00
Conor McCarthy
e54f770669 vkd3d-shader/dxil: Implement the DXIL CALL instruction. 2023-08-30 22:48:48 +02:00
Conor McCarthy
720a087c28 vkd3d-shader/dxil: Replace the result type enum with a bool.
Changes to failure handling make the enum unnecessary.
2023-08-30 22:48:47 +02:00
Conor McCarthy
58d6e44501 vkd3d-shader/dxil: Validate the function block count. 2023-08-30 22:48:45 +02:00
Conor McCarthy
61a550017f vkd3d-shader/spirv: Handle signature element mask left shift in spirv_compiler_emit_output().
Element masks can have a left shift in DXIL, but these must start at
bit 0 in the register info. The SPIR-V declaration will either be a
builtin or have SpvDecorationComponent.
2023-08-30 22:48:43 +02:00
Conor McCarthy
ebc461f795 vkd3d-shader/spirv: Handle signature element mask left shift in calculate_clip_or_cull_distance_mask().
In DXIL these masks can have a left shift.
2023-08-30 22:48:41 +02:00
Nikolay Sivov
c39c5b3907 vkd3d-shader/hlsl: Add texCUBE() function.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-29 22:07:56 +02:00
Zebediah Figura
9624e2f904 vkd3d-shader/spirv: Declare SRVs and UAVs from the descriptor info. 2023-08-28 20:40:02 +02:00
Zebediah Figura
e8b3561252 vkd3d-shader/spirv: Declare constant buffers from the descriptor info. 2023-08-28 20:40:01 +02:00
Zebediah Figura
547768bcdd vkd3d-shader/spirv: Declare samplers from the descriptor info. 2023-08-28 20:39:59 +02:00
Zebediah Figura
a1e10e5c90 vkd3d-shader/spirv: Split spirv_compiler_has_combined_sampler() into two functions.
These functions do not really share any code in common.
2023-08-28 20:39:57 +02:00
Nikolay Sivov
18c1477464 vkd3d-shader/hlsl: Ignore 'inline' modifier for functions.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-28 20:39:53 +02:00
Conor McCarthy
61841e9423 vkd3d-shader/tpf: Handle the swizzle type bitfield in dst param tokens. 2023-08-28 20:39:49 +02:00
Conor McCarthy
eddae47062 vkd3d-shader/tpf: Handle the dimension bitfield in dst param tokens.
A zero mask is still emitted for some scalar registers. This has no
effect on current tests, but keeping the correction is probably a good
idea.
2023-08-28 20:39:48 +02:00
Conor McCarthy
92021b7a3c vkd3d-shader/tpf: Use the default vec4 swizzle if a src param contains a mask. 2023-08-28 20:39:46 +02:00
Conor McCarthy
7e5d9e3b6f vkd3d-shader/tpf: Handle the dimension bitfield in src param tokens. 2023-08-28 20:39:45 +02:00
Conor McCarthy
5c706152fa vkd3d-shader/tpf: Validate the src register of case conditions.
Case values are constants in TPF.
2023-08-28 20:39:43 +02:00
Francisco Casas
ed9e236b01 vkd3d-shader/tpf: Avoid reading constant value components beyond type's width (Valgrind).
We are passing map writemasks that may have more components than the
constant's data type, so a (j < width) check is added to avoid reading
components from the constant that are not intended to be used.

Remaining values in the register are initialized to zero.
2023-08-24 21:43:55 +02:00
Nikolay Sivov
89eda51855 vkd3d-shader/hlsl: Change warning code for unknown loop attributes.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-24 21:43:50 +02:00
Nikolay Sivov
1153f6bb34 vkd3d-shader/hlsl: Parse "if" statement attributes.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-24 21:43:49 +02:00
Zebediah Figura
926575a6f3 vkd3d-shader/hlsl: Force sm1 inputs to be 4-component only for vertex shaders.
Pixel shaders still have an appropriate writemask.
2023-08-24 21:43:44 +02:00
Zebediah Figura
622311da8e vkd3d-shader: Add a flag marking raw buffers to struct vkd3d_shader_descriptor_info. 2023-08-23 22:45:04 +02:00
Zebediah Figura
c1ebba9515 vkd3d-shader: Add structure stride to struct vkd3d_shader_descriptor_info1. 2023-08-23 22:45:04 +02:00
Zebediah Figura
88f85ffb50 vkd3d-shader: Add constant buffer size to struct vkd3d_shader_descriptor_info1. 2023-08-23 22:45:04 +02:00
Zebediah Figura
8c465c81cf vkd3d-shader: Add sample count to struct vkd3d_shader_descriptor_info1. 2023-08-23 22:45:04 +02:00
Zebediah Figura
ccedb7f711 vkd3d-shader: Set descriptor flags in the caller to vkd3d_shader_scan_add_descriptor().
Return the vkd3d_shader_descriptor_info1 from that function.
2023-08-23 22:45:02 +02:00
Nikolay Sivov
4f2e07a45d vkd3d-shader/hlsl: Allow 'const' modifier without initializer in the global scope.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-15 21:51:50 +02:00
Zebediah Figura
240b9424fb vkd3d-shader/hlsl: Pass an hlsl_block pointer to append_output_copy(). 2023-08-15 21:51:47 +02:00
Zebediah Figura
a04e3a51dd vkd3d-shader/hlsl: Pass an hlsl_block pointer to prepend_input_copy(). 2023-08-15 21:51:39 +02:00
Zebediah Figura
7a4ac1afb1 vkd3d-shader/hlsl: Pass an hlsl_block pointer to prepend_uniform_copy(). 2023-08-15 21:51:37 +02:00
Francisco Casas
96f66aa4f8 vkd3d-shader/d3dbc: Use the bind count instead of the allocation size in d3dbc.c.
This should have no effect, since in SM1 the allocation size is the
same as the bind count because there are no texture registers.
It is just done for consistency.
2023-08-15 21:51:33 +02:00
Francisco Casas
d4a49d788a vkd3d-shader/hlsl: Simplify computation of allocation size. 2023-08-15 21:51:32 +02:00
Francisco Casas
37cfbe47d7 vkd3d-shader/hlsl: Sort synthetic separated samplers first for SM4. 2023-08-15 21:51:31 +02:00
Francisco Casas
81afe43569 vkd3d-shader/tpf: Put the actual bind count in the RDEF table. 2023-08-15 21:51:29 +02:00
Francisco Casas
7eba063136 vkd3d-shader/hlsl: Rename hlsl_reg.bind_count to hlsl_reg.allocation_size.
We have to distinguish between the "bind count" and the "allocation size"
of variables.

The "allocation size" affects the starting register id for the resource to
be allocated next, while the "bind count" is determined by the last field
actually used. The former may be larger than the latter.

What we are currently calling hlsl_reg.bind_count is actually the
"allocation size", so a rename is in order.

The real "bind count", which will be introduced in following patches,
is important because it is what should be shown in the RDEF table and
some resource allocation rules depend on it.

For instance, for this shader:

    texture2D texs[3];
    texture2D tex;

    float4 main() : sv_target
    {
        return texs[0].Load(int3(0, 0, 0)) + tex.Load(int3(0, 0, 0));
    }

the variable "texs" has a "bind count" of 1, but an "allocation size" of
3:

    // Resource Bindings:
    //
    // Name                                 Type  Format         Dim      HLSL Bind  Count
    // ------------------------------ ---------- ------- ----------- -------------- ------
    // texs                              texture  float4          2d             t0      1
    // tex                               texture  float4          2d             t3      1
2023-08-15 21:51:27 +02:00
Nikolay Sivov
98f63c46f8 vkd3d-shader/hlsl: Use type width in fold_rcp().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:21 +02:00
Nikolay Sivov
932c5e36dc vkd3d-shader/hlsl: Add constant folding for 'log2'.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-14 18:38:20 +02:00