802d7317cb
vkd3d-shader/hlsl: Implement the InterlockedXor() intrinsic.
2025-01-20 15:42:45 +01:00
cbd504e888
vkd3d-shader/hlsl: Implement the InterlockedOr() intrinsic.
2025-01-20 15:42:45 +01:00
5b9634a7b7
vkd3d-shader/hlsl: Implement the InterlockedMin() intrinsic.
2025-01-20 15:42:43 +01:00
63fbe161f2
vkd3d-shader/hlsl: Implement the InterlockedMax() intrinsic.
2025-01-20 15:42:07 +01:00
b447fdce51
vkd3d-shader/hlsl: Implement the InterlockedExchange() intrinsic.
2025-01-20 15:41:07 +01:00
3fb47373a1
vkd3d-shader/hlsl: Implement the InterlockedCompareStore() intrinsic.
2025-01-20 15:41:07 +01:00
22ab08f4d8
vkd3d-shader/hlsl: Implement the InterlockedCompareExchange() intrinsic.
2025-01-20 15:41:07 +01:00
3b19a4aaf3
vkd3d-shader/hlsl: Implement the InterlockedAnd() intrinsic.
2025-01-20 15:41:07 +01:00
660a71ef22
vkd3d-shader/hlsl: Implement the InterlockedAdd() intrinsic.
2025-01-20 15:40:34 +01:00
a082daeb56
vkd3d-shader/hlsl: Implement the isinf() intrinsic.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com >
2025-01-16 19:25:02 +01:00
cf19b4da49
vkd3d-shader/hlsl: Specialize lowering SM1 casts to int for vertex shaders.
...
Vertex shaders do not have CMP, so we use SLT and MAD.
For example, this vertex shader:
uniform float4 f;
void main(inout float4 pos : position, out float4 t1 : TEXCOORD1)
{
t1 = (int4)f;
}
results in:
vs_2_0
dcl_position v0
slt r0, c0, -c0
frc r1, c0
add r2, -r1, c0
slt r1, -r1, r1
mad oT1, r0, r1, r2
mov oPos, v0
while we have the lower_cmp() pass, each time it is applied many
instructions are generated, so this patch introduces a specialized
version of the cast-to-int lowering for efficiency.
2025-01-16 18:48:35 +01:00
2d91bd9200
vkd3d-shader/hlsl: Properly lower casts to int for negative numbers.
...
While it looks complicated, it is what fxc/d3dcompiler does.
A shader as simple as:
float4 f;
float4 main() : sv_target
{
return (int4)f;
}
results in the following instructions:
ps_2_0
def c1, 0, 1, 0, 0
frc r0, c0
cmp r1, -r0, c1.x, c1.y
add r0, -r0, c0
mov r2, c0
cmp r1, r2, c1.x, r1
add r0, r0, r1
mov oC0, r0
2025-01-16 18:46:49 +01:00
efd7f2e014
vkd3d-shader/hlsl: Don't lower separate samples with texel offsets.
2025-01-14 17:59:50 +01:00
0a5955372a
vkd3d-shader/hlsl: Lower separate SampleGrad() for SM1.
2025-01-14 17:59:50 +01:00
4227858cfe
vkd3d-shader/hlsl: Move RDEF generation to hlsl_codegen.c.
2025-01-10 20:03:14 +01:00
7b23cd4d3c
vkd3d-shader: Avoid passing NULL to qsort(). (ubsan)
...
Otherwise ubsan reports runtime errors such as:
libs/vkd3d-shader/ir.c:4731:5: runtime error: null pointer passed as argument 1, which is declared to never be null
2025-01-10 19:51:55 +01:00
29bac62ba2
vkd3d-shader/hlsl: Move the "dimx" and "dimy" fields to the type-specific union.
2025-01-10 19:38:13 +01:00
392398794f
vkd3d-shader/d3dbc: Do not access the type dimensions for non-numeric types.
2025-01-10 19:24:21 +01:00
1ff1a51e4b
vkd3d-shader/hlsl: Avoid some uses of the default case when switching over hlsl_base_type.
...
Since we have -Wswitch, this forces the developer to update all relevant
switches when an enum case is added.
Places where the default is just a FIXME are left alone.
2025-01-10 19:24:10 +01:00
45d9a097e6
vkd3d-shader/hlsl: Move sm4_free_extern_resources() to hlsl_codegen.c.
2024-12-19 21:09:32 +01:00
b143754360
vkd3d-shader/hlsl: Move sm4_get_extern_resources() to hlsl_codegen.c.
2024-12-19 21:09:32 +01:00
0236c480e3
vkd3d-shader/hlsl: Make sm4_get_interpolation_mode() static.
2024-12-19 21:09:32 +01:00
59df26af79
vkd3d-shader/hlsl: Lower sample lods for SM1.
...
For SM1 the lod bias should be in src0.w.
2024-12-18 17:27:43 +01:00
f09ac4959e
vkd3d-shader/hlsl: Implement the GatherCmp() methods.
2024-12-18 17:27:43 +01:00
e8cc288426
vkd3d-shader/hlsl: Move CTAB generation to hlsl_codegen.c.
2024-12-17 16:42:53 +01:00