320 Commits

Author SHA1 Message Date
Zebediah Figura
a5549bae38 vkd3d-shader/hlsl: Do not try to lower ternaries of types other than scalar or vector. 2024-01-17 22:28:49 +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
Henri Verbeet
3344c4e93d vkd3d-shader/hlsl: Store modifier flags as a uint32_t. 2024-01-08 21:45:26 +01:00
Henri Verbeet
fafe2a1dba vkd3d-shader/hlsl: Store swizzles as a uint32_t. 2024-01-08 21:45:24 +01:00
Zebediah Figura
dfea1abbd8 vkd3d-shader/hlsl: Avoid shadowing "jump" in normalize_switch_cases(). 2023-12-07 21:57:33 +01:00
Zebediah Figura
46e135f6a7 vkd3d-shader/hlsl: Avoid shadowing "load" in lower_index_loads().
Found with -Wshadow.
2023-12-07 21:57:16 +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
d877b877b3 vkd3d-shader/hlsl: Record trace of stored values in copy-propagation.
Instead of only storing the value that each variable's component has at
the moment of the instruction currently handled by copy-prop, we store
the trace of all the historic values with their timestamps, i.e. the
instruction index on which the value was stored.

This would allow us to query the value that the variable had at the time
of execution of previous instructions.
2023-11-29 22:53:21 +01:00
Francisco Casas
539294daea vkd3d-shader/hlsl: Move index_instructions() up. 2023-11-29 22:53:19 +01:00
Zebediah Figura
2d1825bb89 vkd3d-shader/hlsl: Remove an unnecessary local variable in copy_propagation_get_value().
Found with -Wshadow.
2023-11-28 00:09:53 +01:00
Jacek Caban
85f21f197c vkd3d-shader: Avoid implicit enum pointer casts in allocate_semantic_register. 2023-11-28 00:09:29 +01:00
Nikolay Sivov
88caf87789 vkd3d-shader/hlsl: Add a helper to check for a numeric type. 2023-11-15 21:48:49 +01:00
Nikolay Sivov
dd6a9135f4 vkd3d-shader/hlsl: Implement tex2Dproj().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-10 20:23:41 +01:00
Zebediah Figura
b1c2852cd7 vkd3d-shader/hlsl: Store function overloads in a list.
The choice to store them in an rbtree was made early on. It does not seem likely
that HLSL programs would define many overloads for any of their functions, but I
suspect the idea was rather that intrinsics would be defined as plain
hlsl_ir_function_decl structures [cf. 447463e5900ca6a636998a65429b8a08a5441657]
and that some intrinsics that could operate on any type would therefore need
many overrides.

This is not how we deal with intrinsics, however. When the first intrinsics were
implemented I made the choice disregard this intended design, and instead match
and convert their types manually, in C. Nothing that has happened in the time
since has led me to question that choice, and in fact, the flexibility with
which we must accommodate functions has led me to believe that matching in this
way was definitely the right choice. The main other designs I see would have
been:

* define each intrinsic variant separately using existing HLSL types. Besides
  efficiency concerns (i.e. this would take more space in memory, and would take
  longer to generate each variant), the normal type-matching rules don't really
  apply to intrinsics.

  [For example: elementwise intrinsics like abs() return the same type as the
  input, including preserving the distinction between float and float1. It is
  legal to define separate HLSL overloads taking float and float1, but trying to
  invoke these functions yields an "ambiguous function call" error.]

* introduce new (semi-)generic types. This is far more code and ends up acting
  like our current scheme (with helpers) in a slightly more complex form.

So I think we can go ahead and rip out this vestige of the original design for
intrinsics.

As for why to change it: rbtrees are simply more complex to deal with, and it
seems unlikely to me that the difference is going to matter. I do not expect any
program to define large quantities of intrinsics; linked list search should be
good enough.
2023-11-09 21:15:11 +01:00
Nikolay Sivov
9a70ae5b6a vkd3d-shader: Add support for floor() on SM1-3.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
aaef82e680 vkd3d-shader: Add support for ceil() on SM1-3.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:40 +01:00
Nikolay Sivov
76e42fbd21 vkd3d-shader/hlsl: Implement ternary operator for SM1.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-11-08 22:49:31 +01:00
Zebediah Figura
f0a6c7de1d vkd3d-shader/hlsl: Record partial allocations in allocate_range(). 2023-11-07 22:26:11 +01:00
Zebediah Figura
c683fc9402 vkd3d-shader/hlsl: Check that a partial register's mask is also available in is_range_available(). 2023-11-07 22:26:10 +01:00
Nikolay Sivov
31346e2cba vkd3d-shader/tpf: Fix used temp registers accounting for dcl_temps.
Otherwise we always output "dcl_temps 1" even when no temp registers were used.
2023-11-06 23:08:10 +01:00
Francisco Casas
eef2163375 vkd3d-shader/tpf: Declare indexable temps.
If var->indexable, then the variable is given a unique register number,
regardless of its lifetime.
2023-10-31 21:59:22 +01:00
Francisco Casas
83c313ecc6 vkd3d-shader/hlsl: Mark vars that require non-constant dereferences. 2023-10-31 21:59:21 +01:00
Francisco Casas
313df300ad vkd3d-shader/hlsl: Rename hlsl_deref.offset to hlsl_deref.rel_offset.
This field is now analogous to vkd3d_shader_register_index.rel_addr.

Also, it makes sense to rename it now because all the constant part of
the offset is now handled to hlsl_deref.const_offset. Consequently, it
may also be NULL now.
2023-10-31 21:59:19 +01:00
Francisco Casas
74767beaf6 vkd3d-shader/hlsl: Absorb hlsl_ir_constant deref offsets into const_offset. 2023-10-31 21:59:18 +01:00
Francisco Casas
1520f327e5 vkd3d-shader/hlsl: Express deref->offset in whole registers.
This is required to use SM4 relative addressing, because it is limited
to whole-register granularity.
2023-10-31 21:59:16 +01:00