Conor McCarthy
f6db3330c8
tests/d3d12: Check the correct depth/stencil plane format and alignment in test_get_copyable_footprints().
2024-05-22 22:15:05 +02:00
Conor McCarthy
23881bad7a
tests/d3d12: Set the descriptor heaps for the draw call in test_graphics_uav_counters().
2024-05-22 22:15:04 +02:00
Conor McCarthy
dcc715b4d1
tests/d3d12: Do not clear UAVs via a structured view.
2024-05-22 22:15:02 +02:00
Conor McCarthy
42eee382ec
tests/d3d12: Do not test 3D depth textures in test_get_copyable_footprints().
2024-05-22 22:15:00 +02:00
Conor McCarthy
bb2a79a8fb
tests/d3d12: Do not test a typed UAV in test_atomic_instructions().
...
A shader typed UAV declaration must not map to a root descriptor UAV. We
now have shader runner tests for typed UAV atomics, so there is no need
to modify this test to use a descriptor heap.
2024-05-22 22:14:58 +02:00
Nikolay Sivov
9c83caeda6
vkd3d-shader/fx: Use correct type name when reusing types.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-16 21:49:50 +02:00
Nikolay Sivov
a913ac7844
vkd3d-shader/fx: Implement writing shared buffers.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-16 21:49:48 +02:00
Henri Verbeet
ce6f8a6a30
vkd3d-shader/dxil: Parse the shader into a vsir program in vkd3d_shader_sm6_parser_create().
2024-05-16 21:49:40 +02:00
Henri Verbeet
6474e8cc7b
vkd3d-shader/tpf: Parse the shader into a vsir program in vkd3d_shader_sm4_parser_create().
2024-05-16 21:49:39 +02:00
Henri Verbeet
402b96ef3b
vkd3d-shader/d3dbc: Parse the shader into a vsir program in vkd3d_shader_sm1_parser_create().
2024-05-16 21:49:38 +02:00
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
dff2f746bc
tests: Test complex array size expression.
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
Francisco Casas
58a6db5589
tests: Test default values for constant buffer variables.
2024-05-15 21:17:49 +02:00
Francisco Casas
499b44a193
tests: Test default values for uniform variables.
2024-05-15 21:17:47 +02:00
Conor McCarthy
9e57039fce
vkd3d-shader/dxil: Handle SV_ClipDistance and SV_CullDistance.
2024-05-14 20:44:22 +02:00
Conor McCarthy
01af0f94bb
tests/hlsl: Add a test for SV_ClipDistance.
2024-05-14 20:44:20 +02:00
Conor McCarthy
4f50af4c83
vkd3d-shader/dxil: Handle SV_Coverage out.
2024-05-14 20:44:18 +02:00
Conor McCarthy
e4724b4635
tests/hlsl: Add a test for SV_Coverage out.
2024-05-14 20:44:16 +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
cb9b10bf4d
tests/hlsl: Clear the RTV before the WaveReadLaneFirst() test.
2024-05-14 20:44:08 +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
Conor McCarthy
5790056c44
tests/hlsl: Add a test for WaveReadLaneAt() with a non-uniform index.
2024-05-14 20:44:00 +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
Francisco Casas
7b3644d9f2
tests: Test SM1 const register allocation with relative addressing.
2024-05-13 22:26:03 +02:00
Francisco Casas
b56ae0f1c8
tests: Test SM1 constant register allocation with reservations.
2024-05-13 22:26:03 +02:00
Nikolay Sivov
9dcb74341f
tests: Test SM1 constant register allocation with a row_major matrix.
...
Co-authored-by: Francisco Casas <fcasas@codeweavers.com>
2024-05-13 22:26:01 +02:00
Francisco Casas
7debe25a8b
tests: Test SM1 constant register allocation.
2024-05-13 22:26:01 +02:00
Giovanni Mascellani
05394b624a
vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS18 in CheckFeatureSupport().
2024-05-13 11:50:37 +02:00
Giovanni Mascellani
7c7503713a
vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS17 in CheckFeatureSupport().
2024-05-13 11:50:37 +02:00
Giovanni Mascellani
d528fdbebf
vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS16 in CheckFeatureSupport().
2024-05-13 11:50:37 +02:00
Giovanni Mascellani
5445c4c8aa
vkd3d: Handle D3D12_FEATURE_D3D12_OPTIONS15 in CheckFeatureSupport().
2024-05-13 11:50:37 +02:00