Commit Graph

2875 Commits

Author SHA1 Message Date
Henri Verbeet
efe9dfd73a vkd3d-shader/ir: Do not store the vkd3d-shader configuration flags in struct vkd3d_shader_parser. 2024-05-16 21:49:37 +02:00
Henri Verbeet
19b552ce1b vkd3d-shader/ir: Pass an initialised vsir_program structure to vkd3d_shader_parser_init(). 2024-05-16 21:49:36 +02:00
Henri Verbeet
9e4a790de1 vkd3d-shader/ir: Use a separate allocation for the vsir program in struct vkd3d_shader_parser. 2024-05-16 21:49:34 +02:00
Francisco Casas
061dc39036 vkd3d-shader/hlsl: Also lower matrix swizzles and index loads in const passes. 2024-05-15 21:17:51 +02:00
Francisco Casas
0d252f894a vkd3d-shader/hlsl: Run more constant passes on static expressions eval. 2024-05-15 21:17:50 +02:00
Francisco Casas
4f60c7167e vkd3d-shader/hlsl: Run constant passes in a separate function. 2024-05-15 21:17:49 +02:00
Conor McCarthy
9e57039fce vkd3d-shader/dxil: Handle SV_ClipDistance and SV_CullDistance. 2024-05-14 20:44:22 +02:00
Conor McCarthy
4f50af4c83 vkd3d-shader/dxil: Handle SV_Coverage out. 2024-05-14 20:44:18 +02:00
Conor McCarthy
e1c774bfeb vkd3d-shader/spirv: Implement the WAVE_READ_LANE_FIRST instruction. 2024-05-14 20:44:10 +02:00
Conor McCarthy
47f0483267 vkd3d-shader/dxil: Implement DX intrinsic WaveReadLaneFirst. 2024-05-14 20:44:06 +02:00
Conor McCarthy
936d8e4f61 vkd3d-shader/spirv: Implement the WAVE_READ_LANE_AT instruction. 2024-05-14 20:44:04 +02:00
Conor McCarthy
e41643ab8f vkd3d-shader/dxil: Implement DX intrinsic WaveReadLaneAt. 2024-05-14 20:44:02 +02:00
Victor Chiletto
c9af34ab28 vkd3d-shader/hlsl: Avoid a null pointer dereference in hlsl_block_cleanup (UBSan).
destroy_block() is called with a NULL block from:

* create_loop, through the loop rules for while and do-while loops.
* The selection_statement rule, in the case $6.else_block is NULL.
* free_parse_initializer.
2024-05-14 20:43:48 +02:00
Conor McCarthy
98f73ca2e5 vkd3d-shader/ir: Allow all DCL instructions to occur outside hull shader phases. 2024-05-13 22:27:13 +02:00
Conor McCarthy
def87539de vkd3d-shader/dxil: Delete bool not-equal-to-false comparison instructions. 2024-05-13 22:27:13 +02:00
Conor McCarthy
f47ac703ab vkd3d-shader/spirv: Emit a trace instead of a warning message for ignored alignment. 2024-05-13 22:27:13 +02:00
Conor McCarthy
e340855122 vkd3d-shader/spirv: Do not warn if no global flags are unhandled. 2024-05-13 22:27:13 +02:00
Conor McCarthy
ea5624e5e8 vkd3d-shader/dxil: Emit bool inputs and outputs as uint.
DXIL reads/writes uint for these.
2024-05-13 22:27:13 +02:00
Francisco Casas
5b7191280b vkd3d-shader: Return a valid pointer when count=0 in param allocator (ubsan).
After compiling and linking with '-fsanitize=undefined' the following
error pops up in many tests:

    vkd3d_shader_main.c:2024:12: runtime error: member access within null pointer of type 'struct vkd3d_shader_param_node'

This happens in the scenario where shader_param_allocator_get() gets
called with 'count = 0' but no allocation has been made yet, so
allocator->current is NULL.

In this case the result of the function, given by:

    params = &allocator->current->param[allocator->index * allocator->stride];

is an invalid non-NULL pointer.

Functions like shader_sm4_read_instruction() may call
vsir_program_get_src_params() or vsir_program_get_dst_params() with 0
counts for various DCL_ instructions, as well as things like NOP,
ELSE, and SYNC.

We could avoid calling the functions in question with 0 counts, but it
doesn't seem worth the effort.

Alternatively, we could just return NULL on 'count == 0', but this is
also complicated because NULL is interpreted as a memory allocation
failure on the callers.

So we force allocation of the next node even if 'count = 0' when
allocator->current is NULL.
2024-05-13 22:27:13 +02:00
Francisco Casas
28d267b7c0 vkd3d-shader/hlsl: Allocate SM1 numeric uniforms in decreasing bind count. 2024-05-13 22:26:21 +02:00
Francisco Casas
e7450ce539 vkd3d-shader/d3dbc: Write used bind count for numeric uniforms. 2024-05-13 22:26:13 +02:00
Francisco Casas
f548644222 vkd3d-shader/hlsl: Only allocate numeric bind count for SM1 numeric uniforms.
Unless they have register reservations, in which case the whole
variable is still reserved.
2024-05-13 22:26:08 +02:00
Francisco Casas
573d511344 vkd3d-shader/hlsl: Track bind count according to usage for uniforms.
Where bind count means the number of registers required to include all
dereferences to the variable within the shader as in
hlsl_ir_var.bind_count[].
2024-05-13 22:26:07 +02:00
Francisco Casas
e0a801e796 vkd3d-shader/hlsl: Improve tracking of used components running DCE before.
track_object_components_usage() had to be improved to also
register derefs on resource stores.
It was not doing it because it assumed that for every resource store
there was a resource load already, which was true, before calling DCE.
2024-05-13 22:26:05 +02:00
Francisco Casas
657e460d11 vkd3d-shader/hlsl: Allocate unused variables with register reservations on SM1. 2024-05-13 22:26:03 +02:00
Conor McCarthy
77259da1ad vkd3d-shader/spirv: Implement the WAVE_PREFIX_BIT_COUNT instruction. 2024-05-13 11:50:23 +02:00
Conor McCarthy
2810edf45b vkd3d-shader/dxil: Implement DX intrinsic WavePrefixBitCount. 2024-05-13 11:50:22 +02:00
Conor McCarthy
065ef0c5e4 vkd3d-shader/spirv: Implement the WAVE_IS_FIRST_LANE instruction. 2024-05-13 11:50:21 +02:00
Conor McCarthy
c30976e5c2 vkd3d-shader/dxil: Implement DX intrinsic WaveIsFirstLane. 2024-05-13 11:50:20 +02:00
Conor McCarthy
feef2577ef vkd3d-shader/spirv: Implement the WAVE_ALL_BIT_COUNT instruction. 2024-05-13 11:50:19 +02:00
Conor McCarthy
cb5163f9a4 vkd3d-shader/dxil: Implement DX intrinsic WaveAllBitCount. 2024-05-13 11:50:17 +02:00
Conor McCarthy
962096f179 vkd3d-shader/dxil: Implement DX intrinsics EmitStream, CutStream and EmitThenCutStream. 2024-05-08 21:08:16 +02:00
Conor McCarthy
cc49f26af1 vkd3d-shader/ir: Validate geometry shader properties. 2024-05-08 21:08:15 +02:00
Conor McCarthy
4fd2d5aa77 vkd3d-shader/dxil: Load geometry shader properties. 2024-05-08 21:08:14 +02:00
Nikolay Sivov
0053cc52b7 vkd3d-shader/fx: Initial support for writing sample state objects.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:05 +02:00
Nikolay Sivov
3c6470e3b2 vkd3d-shader/fx: Set UAV count in the header.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:04 +02:00
Nikolay Sivov
1a79d1e945 vkd3d-shader/fx: Filter out unsupported object types.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:03 +02:00
Nikolay Sivov
9bbed14987 vkd3d-shader/fx: Fix shader counter in the header.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:02 +02:00
Nikolay Sivov
cb1a271151 vkd3d-shader/fx: Set texture count in the header.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:01 +02:00
Nikolay Sivov
162d8760be vkd3d-shader/fx: Set RTV counter in the header.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:08:00 +02:00
Nikolay Sivov
a879ac5536 vkd3d-shader/fx: Write depth stencil view object variables.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:07:59 +02:00
Zebediah Figura
c2eb563e50 vkd3d-shader/fx: Skip uniform copy logic for global variables. 2024-05-08 21:07:58 +02:00
Francisco Casas
68483d070f vkd3d-shader/hlsl: Turn hlsl_state_block_entry arguments into hlsl_src.
This allows to apply passes that replace instructions in
hlsl_state_block_entry.instrs.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-08 21:07:57 +02:00
Zebediah Figura
7b3c47ba2e vkd3d-shader/tpf: Write the field offset in bytes. 2024-05-06 22:12:48 +02:00
Zebediah Figura
2480eec98b vkd3d-shader/hlsl: Move the "base_type" member to the class-specific union. 2024-05-06 22:12:41 +02:00
Zebediah Figura
4fd3f46109 vkd3d-shader/hlsl: Use a switch in hlsl_types_are_equal(). 2024-05-06 22:12:39 +02:00
Zebediah Figura
d9f7a88329 vkd3d-shader/hlsl: Make HLSL_TYPE_PIXELSHADER into a separate class. 2024-05-06 22:12:37 +02:00
Zebediah Figura
874937dab4 vkd3d-shader/hlsl: Make HLSL_TYPE_VERTEXSHADER into a separate class. 2024-05-06 22:12:34 +02:00
Zebediah Figura
e904b4596a vkd3d-shader/hlsl: Ensure that the type is numeric before calling expr_common_base_type(). 2024-05-06 22:12:33 +02:00
Conor McCarthy
cfcc789b42 vkd3d-shader/spirv: Implement the WAVE_OP_* instructions. 2024-05-06 22:12:27 +02:00