7cb1970952
vkd3d-shader/hlsl: Don't cast all expressions to float.
...
Instead, allow half, bool, int, and uint, expressions that map to the
same float op to reach sm1_generate_vsir_instr_expr().
2025-03-03 17:26:15 +01:00
2989373212
vkd3d-shader/hlsl: Add a hlsl_block_add_binary_expr() helper.
2025-02-24 16:19:07 +01:00
858b6a3e0b
vkd3d-shader/hlsl: Add a hlsl_block_add_cast() helper.
2025-02-24 16:19:07 +01:00
2e09257d94
vkd3d-shader/hlsl: Add a hlsl_block_add_unary_expr() helper.
2025-02-24 16:19:07 +01:00
b7ea23303e
vkd3d-shader/hlsl: Add a hlsl_block_add_float_constant() helper.
2025-02-24 16:19:07 +01:00
d5a2ff5c12
vkd3d-shader/hlsl: Add a hlsl_block_add_int_constant() helper.
2025-02-20 15:56:31 +01:00
992d20def3
vkd3d-shader/hlsl: Add a hlsl_block_add_uint_constant() helper.
2025-02-20 15:50:13 +01:00
321fda9c26
vkd3d-shader/hlsl: Only use the temp copy for variables that are written.
...
This can save a significant amount of temp registers because it allows to
avoid referencing the temp (and having to store it) when not needed.
For instance, this patch lowers the number of required temps for the
following ps_2_0 shader from 24 to 19:
int i;
float3x3 mats[4];
float4 main() : sv_target
{
return mul(mats[i], float3(1, 2, 3)).xyzz;
}
Also, it is needed for SM1 vertex shader relative addressing since
non-constant loads are required to be directly on the uniform ('c'
registers) instead of the temp, and non-constant loads cannot be
transformed by copy propagation.
2025-02-20 15:44:09 +01:00
f5d216835a
vkd3d-shader/hlsl: Add an "is_patch_constant_func" field to struct hlsl_ctx.
...
In anticipation of the need for is_patch_constant_func in
sm4_generate_vsir_reg_from_deref(), in order to generate vsir
registers from InputPatch/OutputPatch dereferences.
2025-02-03 16:00:38 +01:00
fbd17266cf
vkd3d-shader/hlsl: Do not abort on variable redefinition.
...
There is no harm in defining two variables with the same name.
2025-01-29 17:58:00 +01:00
2863d86bcc
vkd3d-shader/hlsl: Do not define a separate scope for function parameters.
...
Remove the no longer needed code to detect redefinition in this case.
2025-01-29 17:58:00 +01:00
f064a4022a
vkd3d-shader/hlsl: Validate and record InputPatch/OutputPatch types.
2025-01-29 17:45:46 +01:00
f4d5e05d96
vkd3d-shader/hlsl: Parse InputPatch and OutputPatch objects.
2025-01-29 17:41:51 +01:00
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
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
4227858cfe
vkd3d-shader/hlsl: Move RDEF generation to hlsl_codegen.c.
2025-01-10 20:03:14 +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
0236c480e3
vkd3d-shader/hlsl: Make sm4_get_interpolation_mode() static.
2024-12-19 21:09:32 +01:00