Nikolay Sivov
fb2b974466
vkd3d-shader/hlsl: Handle snorm/unorm types as resource formats.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-22 19:14:51 +02:00
Elizabeth Figura
a492d64fef
vkd3d-shader/ir: Allow controlling point sprite through a parameter.
2024-10-22 19:14:02 +02:00
Nikolay Sivov
8a3fe9cd1e
vkd3d-shader/fx: Implement parsing groups and techniques.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-21 18:23:33 +02:00
Giovanni Mascellani
ae772d40cf
vkd3d: Disable push descriptors when that's helpful to stay within 8 descriptor sets.
2024-10-21 18:22:15 +02:00
Giovanni Mascellani
3bf114f3c3
vkd3d/device: Trace which descriptor heap implementation is being used.
...
The descriptor heap implementation is a rather central behavior element
in vkd3d, so it's useful to have all the relevant information logged
in a single place.
2024-10-21 18:22:15 +02:00
Giovanni Mascellani
ed4d45355a
vkd3d-shader/ir: Represent the normalisation level with an enumeration.
2024-10-21 18:21:39 +02:00
Shaun Ren
abed6d9cb7
vkd3d-shader/tpf: Implement semantics for domain shaders.
2024-10-21 18:18:25 +02:00
Shaun Ren
0273ff007b
vkd3d-shader/tpf: Write domain shader declarations.
2024-10-21 18:18:00 +02:00
Shaun Ren
26efba30b4
vkd3d-shader/tpf: Use vpc input registers for domain shaders.
2024-10-21 18:17:06 +02:00
Shaun Ren
2b897296a1
vkd3d-shader/tpf: Write the input signature of domain shaders as PCSG.
2024-10-21 18:16:50 +02:00
Shaun Ren
768b19d410
vkd3d-shader/ir: Validate control point counts correctly.
...
Allow zero input control points for domain shaders, and zero output
control points for hull shaders.
2024-10-21 18:10:13 +02:00
Shaun Ren
976fe27836
vkd3d-utils: Return correct use masks during reflection.
2024-10-21 18:09:39 +02:00
Shaun Ren
7408ab145a
vkd3d-utils: Implement version reflection.
2024-10-21 18:09:06 +02:00
Giovanni Mascellani
a3b8aaf679
vkd3d: Allow overriding the device capabilities.
2024-10-21 18:06:06 +02:00
Giovanni Mascellani
03ad04c890
vkd3d-shader/ir: Validate OUTCONTROLPOINT registers.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
1e86f00247
vkd3d-shader/ir: Validate INCONTROLPOINT registers.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
a4ab53ab7b
vkd3d-shader/ir: Validate PATCHCONST registers.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
62d5bc91f5
vkd3d-shader/ir: Validate OUTPUT registers.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
349fdd0843
vkd3d-shader/ir: Validate INPUT registers.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
d9508558a9
vkd3d-shader: Keep track of whether programs have normalised hull shader control point I/O.
2024-10-17 17:34:55 +02:00
Giovanni Mascellani
eba8fd4720
vkd3d-shader: Keep track of whether programs have normalised I/O.
2024-10-17 17:34:55 +02:00
Nikolay Sivov
071130b944
vkd3d-shader/fx: Add support for tracing annotations.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-10-17 17:32:54 +02:00
Elizabeth Figura
eeb7bbe3c5
vkd3d-shader/hlsl: Handle error expressions in ternary expressions.
2024-10-17 17:28:52 +02:00
Elizabeth Figura
d95962068a
vkd3d-shader/hlsl: Handle error expressions in initializers.
2024-10-17 17:28:52 +02:00
Elizabeth Figura
dfe79cb6a9
vkd3d-shader/hlsl: Factor the component count check into initialize_var().
2024-10-17 17:28:52 +02:00
Elizabeth Figura
d8892a4ca2
vkd3d-shader/hlsl: Store the initializer location in struct parse_initializer.
2024-10-17 17:28:52 +02:00
Elizabeth Figura
44ea7b5e12
vkd3d-shader/hlsl: Factor out an initialize_var() helper.
2024-10-17 17:28:52 +02:00
Giovanni Mascellani
0e43dea42d
vkd3d-shader/ir: Check that signature masks are contiguous.
2024-10-17 17:28:52 +02:00
Giovanni Mascellani
083b87c712
vkd3d-shader/d3dbc: Make signature masks contiguous.
...
The goal is to make a requirement for VSIR that signature element
masks are always contiguous. The SPIR-V backend already implicitly
makes that assumption, since it just consider the LSB and popcount
of the mask.
For example, consider this HLSL pixel shader:
float4 main(float4 color : COLOR) : SV_Target
{
return float4(color.x, 10.0f, 11.0f, color.w);
}
Currently the parser describes the input signature element
corresponding to semantic COLOR as having mask .xw, which is
sensible. However, the SPIR-V parser will interpret that as
a mask starting at x and with popcount 2, and assuming it is
contiguous it will implicitly act as if it were .xy. This is
not correct, because the wrong component will be loaded from
the vertex stage.
2024-10-17 17:28:52 +02:00
Henri Verbeet
8943999bd2
vkd3d: Slightly simplify the SRV/UAV logic in vk_write_descriptor_set_from_d3d12_desc().
2024-10-17 17:28:52 +02:00
Conor McCarthy
bfaab9700d
vkd3d: Lay out virtual descriptor heap buffer and image bindings consecutively instead of interleaving them.
...
Slightly simplifies descriptor write addressing, and makes layouts
essentially the same as array layouts, differing only in the binding
details, and therefore easier to understand. This also simplifies the
addition of storage buffer bindings, which can all be added onto the end.
2024-10-17 17:28:46 +02:00
Giovanni Mascellani
0b8a53d75d
vkd3d: Create Vulkan bindings in d3d12_root_signature_append_vk_binding().
2024-10-17 17:23:04 +02:00
Conor McCarthy
74da9ed6fe
vkd3d: Create a separate Vulkan descriptor binding array for each descriptor set.
...
Allows descriptor set layouts to be created after all bindings are
mapped. This is less complex and fragile than the current scheme, and in
a future patch it will support separating descriptor types into different
sets. Descriptors on virtual heaps are currently allocated from pools
which contain an equal number of each descriptor type used by vkd3d, and
this can waste a significant amount of device memory.
2024-10-17 17:23:04 +02:00
Giovanni Mascellani
b5c56a50b5
vkd3d: Use vk_binding_array_add_binding() in d3d12_root_signature_init_root_descriptors().
2024-10-17 17:23:04 +02:00
Giovanni Mascellani
3aec841a9f
vkd3d: Use vk_binding_array_add_binding() in d3d12_root_signature_init_static_samplers().
2024-10-17 17:23:04 +02:00
Giovanni Mascellani
416ce575f6
vkd3d: Introduce a helper function to add bindings to struct vk_binding_array.
2024-10-17 17:23:04 +02:00
Conor McCarthy
eca344ff56
vkd3d: Introduce a separate structure for storing Vulkan descriptor binding arrays.
2024-10-17 17:23:04 +02:00
Conor McCarthy
3f98ca53ca
vkd3d: Access the current range via the declared pointer in d3d12_root_signature_init_root_descriptor_tables().
2024-10-17 17:23:04 +02:00
Giovanni Mascellani
2b45878ff8
vkd3d-shader/ir: Validate the line density SV_TessFactor signature element for isolines domains.
2024-10-16 21:40:58 +02:00
Giovanni Mascellani
f470eb2a1a
vkd3d-shader/ir: Validate the line detail SV_TessFactor signature element for isolines domains.
2024-10-16 21:40:58 +02:00
Giovanni Mascellani
c5c3151414
vkd3d-shader/ir: Validate SV_InsideTessFactor signature elements for tri domains.
2024-10-16 21:40:58 +02:00
Giovanni Mascellani
4e8b34c075
vkd3d-shader/ir: Validate SV_TessFactor signature elements for tri domains.
2024-10-16 21:40:58 +02:00
Giovanni Mascellani
b2460a6794
vkd3d-shader/ir: Validate SV_InsideTessFactor signature elements for quad domains.
2024-10-16 21:40:58 +02:00
Giovanni Mascellani
a8b9a92c10
vkd3d-shader/ir: Validate SV_TessFactor signature elements for quad domains.
2024-10-16 21:40:58 +02:00
Shaun Ren
1ed5f1a4d0
vkd3d-shader/tpf: Write the patch constant function in hull shaders.
...
We use a single hs_fork_phase here for the patch constant function.
2024-10-16 21:40:40 +02:00
Shaun Ren
ae2d86b99c
vkd3d-shader/tpf: Determine SIV from SV and index in write_sm4_dcl_semantic().
2024-10-16 21:12:29 +02:00
Shaun Ren
df3aaac7cf
vkd3d-shader/tpf: Introduce tpf_write_shader_function().
2024-10-16 21:12:13 +02:00
Shaun Ren
147f8898ca
vkd3d-shader/hlsl: Process the patch constant function in hlsl_emit_bytecode().
...
Also, support patch constant function semantics in sm4_sysval_semantic_from_semantic_name().
2024-10-16 21:10:24 +02:00
Shaun Ren
cbed70c60f
vkd3d-shader/tpf: Implement semantics for hull shaders.
2024-10-16 21:07:53 +02:00
Shaun Ren
beb342ed5f
vkd3d-shader/tpf: Write hull shader declarations.
2024-10-16 21:07:53 +02:00