Commit Graph

259 Commits

Author SHA1 Message Date
Giovanni Mascellani
1ed8d907b3 vkd3d-shader/ir: Keep track of the tessellator domain in struct vsir_program. 2024-11-21 19:28:46 +01:00
Shaun Ren
1f4d17a4a2 vkd3d-shader/dxil: Allow zero domain input control point count. 2024-11-21 14:56:23 +01:00
Conor McCarthy
2996ad6bd2 vkd3d-shader/dxil: Implement DX intrinsic SampleIndex. 2024-11-13 16:18:13 +01:00
Elizabeth Figura
32e6a1bb4d vkd3d-shader: Validate the parsed shader in vsir_parse(). 2024-10-23 16:02:09 +02:00
Henri Verbeet
1113d24a70 vkd3d-shader/ir: Store the global flags in struct vsir_program. 2024-10-22 20:40:31 +02:00
Giovanni Mascellani
ed4d45355a vkd3d-shader/ir: Represent the normalisation level with an enumeration. 2024-10-21 18:21:39 +02:00
Giovanni Mascellani
eba8fd4720 vkd3d-shader: Keep track of whether programs have normalised I/O. 2024-10-17 17:34:55 +02:00
Henri Verbeet
90616be301 vkd3d-shader/dxil: Shift register write masks by the component index in sm6_parser_emit_dx_store_output().
To account for the change we made in commit
c571a45e65 on the SPIR-V side.
2024-10-15 16:45:28 +02:00
Giovanni Mascellani
16efb7c0c6 vkd3d-shader: Ignore the patch constant signature when it doesn't make sense. 2024-10-09 13:13:00 +02:00
Giovanni Mascellani
1256b4f862 vkd3d-shader/d3d-asm: Rename vkd3d_shader_trace() to vsir_program_trace(). 2024-10-08 22:04:59 +02:00
Giovanni Mascellani
3428ed7a64 vkd3d-shader/dxil: Emit double arithmetic operations when appropriate. 2024-10-08 22:04:32 +02:00
Henri Verbeet
cf92d9f398 vkd3d-shader/ir: Store the thread group size in struct vsir_program. 2024-10-08 22:03:05 +02:00
Giovanni Mascellani
da7c9694f1 vkd3d-shader/dxil: Emit SAMPLER, UAV and RESOURCE registers with only 2 indices.
DXIL handles are used to represent descriptors. Currently they are
translated to registers of the appropriate type (depending on the
descriptor type) and three indices. The first two indices are used
to represent the descriptor itself (through its signature and array
index), and are filled when the handle itself is created. The last
index is used with constant buffers to address the data inside the
buffer itself, and it goes unused with other descriptor types.

As currently implemented, however, registers for descriptors other
than constant buffers are still created with three indices, even if
the last one is useless and set to -1. In the interest of creating
more sensible VSIR code, this is now removed: DXIL handles are
created with just two indices; a third one is added when accessing
constant buffers, and nothing is changed for other descriptor types.
2024-10-03 19:08:33 +02:00
Giovanni Mascellani
6822f1fe6c vkd3d-shader/dxil: Trace the program when validation fails after parsing. 2024-09-30 20:48:43 +02:00
Giovanni Mascellani
7404fa5285 vkd3d-shader/dxil: Emit RESOURCE and UAV registers with data type UNUSED. 2024-09-30 20:05:39 +02:00
Conor McCarthy
2bf517782d vkd3d-shader/dxil: Load forward-referenced sources as value/type pairs in sm6_parser_emit_store(). 2024-09-30 19:58:06 +02:00
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
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
afa2fd527c vkd3d-shader/dxil: Release memory on exceptional paths when parsing DXIL code. (Valgrind) 2024-09-26 17:41:21 +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
Giovanni Mascellani
866f138875 vkd3d-shader/ir: Record the control flow type in the program. 2024-09-12 18:31:32 +02:00
Giovanni Mascellani
d8c41cc270 vkd3d-shader/ir: Run validation after normalising Hull Shader control points I/O registers. 2024-09-10 21:43:14 +02:00
Nikolay Sivov
d1b8a7e745 vkd3d: Fix a few typos in the comments.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-08-19 14:17:41 +02:00
Giovanni Mascellani
7d3e8f49e4 vkd3d-shader: Replace assert() with VKD3D_ASSERT() in dxil.c. 2024-08-01 15:18:15 +02:00
Giovanni Mascellani
a484063cd2 vkd3d: Introduce debug severity MESSAGE.
That's intended for messages that it's pretty important that the
user receives, but that are not proper error messages.
2024-07-29 13:17:19 +02:00
Elizabeth Figura
98def3214b vkd3d-shader: Introduce struct vkd3d_shader_parameter_info and struct vkd3d_shader_parameter1.
As the newly added documentation describes, this reroll serves two purposes:

* to allow shader parameters to be used for any target type (which allows using
  parameters for things like Direct3D 8-9 alpha test),

* to allow the union in struct vkd3d_shader_parameter to contain types larger
  than 32 bits (by specifying them indirectly through a pointer).
2024-07-11 16:48:09 +02:00
Conor McCarthy
0b8b5b2d0f vkd3d-shader/dxil: Implement DX intrinsic QuadReadLaneAt. 2024-06-11 15:48:21 +02:00
Conor McCarthy
8a15642f45 vkd3d-shader/dxil: Implement DX intrinsic QuadOp. 2024-06-11 15:48:21 +02:00
Henri Verbeet
1fe7a6581b vkd3d-shader/ir: Rename the "handler_idx" field of struct vkd3d_shader_instruction to "opcode". 2024-05-30 19:57:01 +02:00
Henri Verbeet
b5ac6ac636 vkd3d-shader: Use a separate allocation for the "semantic_name" field of shader signature elements.
For tpf shader this would previously be a pointer into the original
shader code, and for d3dbc shaders we'd use static strings.
Unfortunately the dxil parser creates shader signatures where these
are pointers to metadata strings, and those go away when we call
sm6_parser_cleanup().

We could conceivably store a flag in the shader signature to indicate
whether shader_signature_cleanup()/vkd3d_shader_free_shader_signature()
should free the "semantic_name" field. It'd be a little ugly, and seems
unlikely to be worth it, but I'd be willing to be convinced.
2024-05-23 23:12:06 +02:00
Henri Verbeet
ce6f8a6a30 vkd3d-shader/dxil: Parse the shader into a vsir program in vkd3d_shader_sm6_parser_create(). 2024-05-16 21:49:40 +02:00
Henri Verbeet
efe9dfd73a vkd3d-shader/ir: Do not store the vkd3d-shader configuration flags in struct vkd3d_shader_parser. 2024-05-16 21:49:37 +02:00
Henri Verbeet
19b552ce1b vkd3d-shader/ir: Pass an initialised vsir_program structure to vkd3d_shader_parser_init(). 2024-05-16 21:49:36 +02:00
Henri Verbeet
9e4a790de1 vkd3d-shader/ir: Use a separate allocation for the vsir program in struct vkd3d_shader_parser. 2024-05-16 21:49:34 +02:00
Conor McCarthy
9e57039fce vkd3d-shader/dxil: Handle SV_ClipDistance and SV_CullDistance. 2024-05-14 20:44:22 +02:00
Conor McCarthy
4f50af4c83 vkd3d-shader/dxil: Handle SV_Coverage out. 2024-05-14 20:44:18 +02:00
Conor McCarthy
47f0483267 vkd3d-shader/dxil: Implement DX intrinsic WaveReadLaneFirst. 2024-05-14 20:44:06 +02:00
Conor McCarthy
e41643ab8f vkd3d-shader/dxil: Implement DX intrinsic WaveReadLaneAt. 2024-05-14 20:44:02 +02:00
Conor McCarthy
def87539de vkd3d-shader/dxil: Delete bool not-equal-to-false comparison instructions. 2024-05-13 22:27:13 +02:00
Conor McCarthy
ea5624e5e8 vkd3d-shader/dxil: Emit bool inputs and outputs as uint.
DXIL reads/writes uint for these.
2024-05-13 22:27:13 +02:00
Conor McCarthy
2810edf45b vkd3d-shader/dxil: Implement DX intrinsic WavePrefixBitCount. 2024-05-13 11:50:22 +02:00
Conor McCarthy
c30976e5c2 vkd3d-shader/dxil: Implement DX intrinsic WaveIsFirstLane. 2024-05-13 11:50:20 +02:00
Conor McCarthy
cb5163f9a4 vkd3d-shader/dxil: Implement DX intrinsic WaveAllBitCount. 2024-05-13 11:50:17 +02:00
Conor McCarthy
962096f179 vkd3d-shader/dxil: Implement DX intrinsics EmitStream, CutStream and EmitThenCutStream. 2024-05-08 21:08:16 +02:00
Conor McCarthy
4fd2d5aa77 vkd3d-shader/dxil: Load geometry shader properties. 2024-05-08 21:08:14 +02:00
Conor McCarthy
c71751edc9 vkd3d-shader/dxil: Implement DX intrinsics WaveActiveOp and WavePrefixOp. 2024-05-06 22:12:25 +02:00
Conor McCarthy
af208135f3 vkd3d-shader/dxil: Implement DX intrinsic WaveActiveBit. 2024-05-06 22:12:22 +02:00
Conor McCarthy
174a692a17 vkd3d-shader/dxil: Implement DX intrinsic WaveActiveBallot. 2024-05-06 22:12:19 +02:00
Conor McCarthy
fb5eb3159d vkd3d-shader/dxil: Implement DX intrinsic WaveAnyTrue. 2024-05-02 22:19:00 +02:00