Francisco Casas
7960836551
vkd3d-shader/hlsl: Remove enum hlsl_error_level (clangd).
...
It is only used once for calling hlsl_note(), and it expects an enum
vkd3d_shader_log_level values instead.
2023-10-12 23:27:22 +02:00
Nikolay Sivov
1930b51d97
vkd3d-shader/hlsl: Allow interpolation modifiers on structure fields.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:27 +02:00
Nikolay Sivov
de860c3cbf
vkd3d-shader/hlsl: Parse 'centroid' and 'noperspective' modifiers.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:24 +02:00
Nikolay Sivov
e4b423d6b5
vkd3d-shader/hlsl: Handle 'continue' statements.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:14 +02:00
Nikolay Sivov
0e5749e78e
vkd3d-shader/hlsl: Allow 'break' instructions in loops.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-10-09 21:58:12 +02:00
Henri Verbeet
31ce7c3a38
vkd3d-shader/hlsl: Get rid of the vkd3d_sm4_* forward declarations in hlsl.h.
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These are no longer needed outside of tpf.c.
2023-10-09 21:57:38 +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
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
Francisco Casas
13f62e60e1
vkd3d-shader/tpf: Remove sm4_src_register.swizzle_type.
2023-10-03 21:27:47 +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
1002a6b357
vkd3d-shader/tpf: Use 'movc' to implement ternary operator.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-09-07 19:15:25 +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
63e056512d
vkd3d-shader/hlsl: Introduce an hlsl_sprintf_alloc() helper.
2023-08-30 22:48:55 +02:00
Nikolay Sivov
18c1477464
vkd3d-shader/hlsl: Ignore 'inline' modifier for functions.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-08-28 20:39:53 +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
Francisco Casas
8a6a620ee2
vkd3d-shader/tpf: Use enum vkd3d_shader_register_type in sm4_register.type.
2023-08-14 18:38:01 +02:00
Zebediah Figura
0652bb1950
vkd3d-shader/hlsl: Store the "instrs" field of struct hlsl_attribute as a hlsl_block.
2023-08-08 21:15:08 +09:00
Zebediah Figura
372ddd1f29
vkd3d-shader/hlsl: Pass an hlsl_block pointer to add_load_component().
2023-08-08 21:15:05 +09:00
Nikolay Sivov
d50b5fe767
vkd3d-shader/hlsl: Parse GetDimensions() method.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-07-31 21:07:48 +09:00
Zebediah Figura
7e7a6d3691
vkd3d-shader/hlsl: Pass a hlsl_block pointer to hlsl_add_conditional().
2023-07-24 22:41:15 +02:00
Zebediah Figura
a55973d695
vkd3d-shader/hlsl: Lower combined samplers to separate sampler and texture objects for SM4.
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Co-authored-by: Francisco Casas <fcasas@codeweavers.com>
2023-07-17 22:55:51 +02:00
Francisco Casas
c4f074d25d
vkd3d-shader/hlsl: Introduce hlsl_new_synthetic_var_named().
2023-07-17 22:55:46 +02:00