Commit Graph

638 Commits

Author SHA1 Message Date
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