Giovanni Mascellani
ee994e95dd
vkd3d-shader/spirv: Convert the swizzle according to the source bit width.
...
Fixes: 1f536238a8
2024-02-06 23:06:53 +01:00
Giovanni Mascellani
674f86042d
vkd3d-shader/dxil: Set the register before calling src_param_init_scalar().
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Which uses the register to compute the appropriate swizzle.
Fixes: 1f536238a8
2024-02-06 23:06:49 +01:00
Conor McCarthy
95e4222cc6
vkd3d-shader/spirv: Emit a vector bitcast if necessary in spirv_compiler_emit_load_ssa_reg().
2024-02-01 22:25:04 +01:00
Conor McCarthy
ebec0aa434
vkd3d-shader/dxil: Implement DX intrinsic TextureLoad.
2024-02-01 22:25:02 +01:00
Conor McCarthy
e6d52861e9
vkd3d-shader/dxil: Implement DX intrinsic SplitDouble.
2024-02-01 22:24:58 +01:00
Giovanni Mascellani
cc72a8d311
vkd3d-shader/spirv: Free binary SPIR-V code (Valgrind).
2024-02-01 00:08:28 +01:00
Henri Verbeet
d38221bd68
vkd3d-shader/ir: Pass a struct vsir_program to shader_parser_get_src_params().
2024-02-01 00:08:23 +01:00
Henri Verbeet
47ec24ebad
vkd3d-shader/ir: Pass a struct vsir_program to shader_parser_get_dst_params().
2024-02-01 00:08:22 +01:00
Henri Verbeet
ced8543952
vkd3d-shader: Use vkd3d_atomic_increment_u32() in vkd3d_shader_dump_blob().
2024-02-01 00:08:18 +01:00
Henri Verbeet
fef30dac2c
vkd3d-shader/d3dbc: Do not fail parsing the shader when undeclared inputs are encountered.
...
These can be disassembled by D3DDisassemble() just fine, and perhaps
more importantly, shader model 1 vertex shaders do not require dcl_
instructions in Direct3D 8.
2024-01-29 22:33:46 +01:00
Giovanni Mascellani
edc406d297
vkd3d-shader/ir: Check that SSA registers are used with compatible data types.
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Specifically, accesses are always 32 bit or always 64 bit.
2024-01-29 22:33:34 +01:00
Giovanni Mascellani
1f536238a8
vkd3d-shader: Use 64 bit swizzles for 64 bit data types in VSIR.
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The handling of write masks and swizzles for 64 bit data types is
currently irregular: write masks are always 64 bit, while swizzles
are usually 32 bit, except for SSA registers with are 64 bit.
With this change we always use 64 bit swizzles, in order to make
the situation less surprising and make it easier to convert
registers between SSA and TEMP.
64 bit swizzles are always required to have X in their last two
components.
2024-01-29 22:33:33 +01:00
Giovanni Mascellani
2b93aae069
vkd3d-shader: Convert write masks between 32 and 64 bit by cases.
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There are only three cases, and while the code is longer it is also
hopefully easier to read. Moreover, an error message is casted if
we're doing something unexpected.
2024-01-29 22:33:30 +01:00
Francisco Casas
13f713f74b
vkd3d-shader/hlsl: Turn register(cX) reservations into buffer offset for SM4.
2024-01-29 22:33:27 +01:00
Francisco Casas
c7f7636534
vkd3d-shader/hlsl: Make register(cX) reservations work for SM1.
2024-01-29 22:33:25 +01:00
Conor McCarthy
92f0b37133
vkd3d-shader/spirv: Support 64-bit source value for bitfield instructions.
2024-01-29 22:33:22 +01:00
Conor McCarthy
3bbe374ca8
vkd3d-shader/dxil: Implement DX intrinsic Tertiary.
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IBFE and UBFE are not emitted for HLSL sources which perform bitfield
extractions, e.g. loading a value from a struct containing bitfields, or
the equivalent done with bit shifts. These instructions are probably
only emitted by the TPF -> DXIL converter, which makes them hard to test.
2024-01-29 22:33:20 +01:00
Giovanni Mascellani
026c502f31
vkd3d-shader/ir: Fixup PHI nodes when lowering switches to selection ladders.
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A map between the blocks before and after the pass is built and then
used to fix the PHI nodes.
2024-01-29 22:33:17 +01:00
Giovanni Mascellani
378109051c
vkd3d-shader/ir: Lower monolithic switches to selection ladders.
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PHI nodes must be fixed up after this pass, because the block references
might have become broken. For simplicitly this is not handled yet.
The goal for this pass is to make the CFG structurizer simpler, because
only conditional and unconditional branches must be supported.
Eventually this limitation might be lifted if there is advantage in
doing so.
2024-01-29 22:33:15 +01:00
Giovanni Mascellani
b97edee03d
vkd3d-shader/spirv: Emit an error if merge information is missing.
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Instead of crashing.
2024-01-29 22:33:14 +01:00
Conor McCarthy
e08c0cfc4f
vkd3d-shader/dxil: Implement DX intrinsic RawBufferLoad.
2024-01-29 22:33:10 +01:00
Conor McCarthy
1bab93843d
vkd3d-shader/dxil: Load raw/structured buffer SRV/UAV descriptors.
2024-01-29 22:33:09 +01:00
Henri Verbeet
fee3b94563
vkd3d-shader: Start an if-block on VKD3DSIH_IFC in vkd3d_shader_scan_instruction().
2024-01-25 22:24:50 +01:00
Conor McCarthy
f954724870
vkd3d-shader/spirv: Handle the TAN instruction in spirv_compiler_emit_ext_glsl_instruction().
2024-01-25 22:24:44 +01:00
Conor McCarthy
93d7c30395
vkd3d-shader/dxil: Handle DX intrinsic Tan in sm6_parser_emit_dx_unary().
2024-01-25 22:24:43 +01:00
Conor McCarthy
2a260b8d56
vkd3d-shader/dxil: Implement DX intrinsics Cos and Sin.
2024-01-25 22:24:41 +01:00
Francisco Casas
cec45da45b
vkd3d-shader/ir: Update flatten_control_flow_constructs() comment.
2024-01-25 22:24:27 +01:00
Conor McCarthy
8ae69c745b
vkd3d-shader/spirv: Handle thread group UAV barriers.
2024-01-25 22:24:23 +01:00
Conor McCarthy
18e9148f58
vkd3d-shader/spirv: Include Uniform in the memory semantics for UAV barriers.
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The UniformMemory semantic applies the constraints to Uniform storage
class memory, which matches how UAV variables are declared.
2024-01-25 22:24:22 +01:00
Conor McCarthy
adfbecef3c
vkd3d-shader/spirv: Handle globally coherent UAVs.
2024-01-25 22:24:20 +01:00
Henri Verbeet
eabcaf15fb
vkd3d-shader/ir: Use vsir_instruction_is_dcl() in vsir_validate_instruction().
2024-01-24 22:38:36 +01:00
Henri Verbeet
365ad56888
vkd3d-shader/ir: Get rid of shader_instruction_is_dcl().
2024-01-24 22:38:34 +01:00
Conor McCarthy
54f6e6dd67
vkd3d-shader/spirv: Check for FEATURE_FLOAT64 when double precision use is flagged.
2024-01-24 22:38:09 +01:00
Conor McCarthy
e973271a40
vkd3d-shader/spirv: Handle the ISINF and ISNAN instructions in spirv_compiler_emit_alu_instruction().
2024-01-24 22:38:04 +01:00
Conor McCarthy
cd674d593e
vkd3d-shader/spirv: Implement the ISFINITE instruction.
2024-01-24 22:38:03 +01:00
Conor McCarthy
41cce4cbf1
vkd3d-shader/dxil: Handle floating point special value comparisons in sm6_parser_emit_dx_unary().
2024-01-24 22:37:59 +01:00
Francisco Casas
b92f6c448a
vkd3d-shader/ir: Lower texkill instructions to discard_nz.
2024-01-24 22:37:41 +01:00
Francisco Casas
7e75ac63a1
vkd3d-shader/d3dbc: Emit fixme for HLSL_RESOURCE_SAMPLE_LOD.
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Currently, HLSL_RESOURCE_SAMPLE_LOD is not implemented for d3dbc,
but we are incorrectly writting a texld instruction to handle it.
This causes SM1 tests with the vulkan backend (in following patches)
to fail if VKD3D_SHADER_CONFIG="force_validation" is enabled.
For now a fixme is emited in these cases.
2024-01-24 22:37:38 +01:00
Henri Verbeet
bf628f0c74
vkd3d-shader/ir: Store block names in struct vsir_program.
2024-01-23 20:27:35 +01:00
Henri Verbeet
f3c7d2d05c
vkd3d-shader/ir: Store the block count in struct vsir_program.
2024-01-23 20:27:34 +01:00
Henri Verbeet
98c6e85b33
vkd3d-shader/ir: Store control point counts in struct vsir_program.
2024-01-23 20:27:32 +01:00
Conor McCarthy
e4660fe0e6
vkd3d-shader/spirv: Emit DISCARD as a function call.
2024-01-23 20:26:59 +01:00
Conor McCarthy
367a06d748
vkd3d-shader/dxil: Use strcmp() to find the handle type.
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We use strcmp() on the same type name elsewhere, and case-insensitive
matching does not seem necessary.
2024-01-23 20:26:53 +01:00
Conor McCarthy
1cca18a228
vkd3d-shader/dxil: Use strcmp() to find function names.
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Function names are case-sensitive.
2024-01-23 20:26:52 +01:00
Conor McCarthy
4dec25cbde
vkd3d-shader/dxil: Use strcmp() to check the entry point name.
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Function names are case-sensitive.
2024-01-23 20:26:50 +01:00
Zebediah Figura
a8b0c03912
vkd3d-shader/hlsl: Always cast to bool in if() statements.
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We emit sm4 if_nz for these, but that does a bitwise comparison to zero, which is wrong for floats.
2024-01-23 20:26:46 +01:00
Zebediah Figura
183172eff4
vkd3d-shader/hlsl: Validate that condition expressions are numeric.
2024-01-23 20:26:45 +01:00
Zebediah Figura
09220edd21
vkd3d-shader/hlsl: Validate the condition data type for loops as well.
2024-01-23 20:26:44 +01:00
Zebediah Figura
c18a349a3f
vkd3d-shader/hlsl: Copy some missing fields in hlsl_type_clone().
2024-01-23 20:26:42 +01:00
Giovanni Mascellani
de9725b6ba
vkd3d-shader/ir: Remove DCL_TEMPS instructions.
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We have to do work to keep it updated across passes and we never read it.
2024-01-23 20:26:38 +01:00