Commit Graph

1857 Commits

Author SHA1 Message Date
Jan Sikorski
bb680e73de vkd3d-shader/spirv: Ensure that the OpLabel emitted vkd3d_spirv_builder_begin_main_function() gets terminated. 2023-05-26 19:11:55 +02:00
Zebediah Figura
b453a0acd6 vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_abs(). 2023-05-26 19:11:46 +02:00
Zebediah Figura
c805eb1191 vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_min(). 2023-05-26 19:11:44 +02:00
Zebediah Figura
aa82f61ef3 vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_max(). 2023-05-26 19:11:42 +02:00
Zebediah Figura
ad0ab664d2 vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_mod(). 2023-05-26 19:11:39 +02:00
Zebediah Figura
c8b7dbebe4 vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_div(). 2023-05-26 19:11:36 +02:00
Conor McCarthy
f4778b727d vkd3d-shader/spirv: Use the register index count in shader_register_clone_relative_addresses(). 2023-05-26 19:11:15 +02:00
Conor McCarthy
4a64cf74c3 vkd3d-shader/spirv: Use the register index count in I/O relative address assertions. 2023-05-26 19:11:07 +02:00
Conor McCarthy
06dd0ccd4c vkd3d-shader/spirv: Use the register index count in I/O register assertions. 2023-05-26 19:11:03 +02:00
Conor McCarthy
178a7677e2 vkd3d-shader/spirv: Use the register index count in shader_register_get_io_indices(). 2023-05-26 19:11:02 +02:00
Conor McCarthy
d46250a59b vkd3d-shader/spirv: Use the register index count in default register dereferences. 2023-05-26 19:11:00 +02:00
Conor McCarthy
a2b3f70d8e vkd3d-shader/spirv: Use the register index count in aggregate register dereferences. 2023-05-26 19:10:58 +02:00
Conor McCarthy
ad08864134 vkd3d-shader/spirv: Use the register index count in spirv_compiler_get_register_name(). 2023-05-26 19:10:56 +02:00
Conor McCarthy
b3927726cc vkd3d-shader/spirv: Use the register index count in non-I/O variable registers in vkd3d_symbol_make_register(). 2023-05-26 19:10:54 +02:00
Conor McCarthy
ec5f195b6b vkd3d-shader/spirv: Use the register index count in I/O registers in vkd3d_symbol_make_register(). 2023-05-26 19:10:52 +02:00
Conor McCarthy
532fe01818 vkd3d-shader/spirv: Set the register index count in spirv_compiler_emit_default_control_point_phase(). 2023-05-26 19:10:49 +02:00
Conor McCarthy
9c6040df02 vkd3d-shader/spirv: Set the register index count in spirv_compiler_emit_dcl_indexable_temp(). 2023-05-26 19:10:47 +02:00
Conor McCarthy
bf1ecc0f60 vkd3d-shader/spirv: Set the register index count in spirv_compiler_emit_hull_shader_builtins(). 2023-05-26 19:10:33 +02:00
Conor McCarthy
7e58511b76 vkd3d-shader/spirv: Set the register index count in spirv_compiler_get_invocation_id(). 2023-05-26 19:10:30 +02:00
Ethan Lee
ea7d8c65bd vkd3d-shader/tpf: Add support for emitting sample_l instructions.
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
2023-05-24 22:00:41 +02:00
Conor McCarthy
6835e8176f vkd3d-shader/ir: Normalise signatures and input/output registers to the Shader Model 6 pattern.
In Shader Model 6 each signature element can span a range of register
indices, or 'rows', and system values do not share a register index with
non-system values. Inputs and outputs are referenced by element index
instead of register index. This patch merges multiple signature elements
into a single element under the following conditions:

- The register index in a load or store is specified dynamically by
  including a relative address parameter with a base register index. The
  dcl_index_range instruction is used to identify these.
- A register declaration is split across multiple elements which declare
  different components of the register.
- A patch constant function writes tessellation factors. These are an
  array in SPIR-V, but in SM 5.x each factor is declared as a separate
  register, and these are dynamically indexed by the fork/join instance
  id. Elimination of multiple fork/join phases converts the indices to
  constants, but merging the signature elements into a single arrayed
  element matches the SPIR-V output.

All references to input/output register indices are converted to element
indices. If a relative address is present, the element index is moved up
a slot so it cannot be confused with a constant offset. Existing code
only handles register index relative addressing for tessellation factors.
This patch adds generic support for it.
2023-05-24 22:00:29 +02:00
Conor McCarthy
110e48e54d vkd3d-shader/ir: Eliminate struct vkd3d_shader_normaliser. 2023-05-24 22:00:28 +02:00
Conor McCarthy
31682c52c7 vkd3d-shader/spirv: Support emitting multi-dimensional array variables. 2023-05-24 22:00:27 +02:00
Francisco Casas
e060773c19 vkd3d-shader/hlsl: Extend the liveness of nodes produced outside loops.
Otherwise, it is possible that the register used by the temp is
overridden by a subsequent instruction within the same loop.
2023-05-24 22:00:21 +02:00
Zebediah Figura
855bb71f6d vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_nequal(). 2023-05-23 21:08:22 +02:00
Zebediah Figura
d565caafb5 vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_mul(). 2023-05-23 21:08:21 +02:00
Zebediah Figura
623cd94997 vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_add(). 2023-05-23 21:08:20 +02:00
Zebediah Figura
7d9b24fe11 vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_neg(). 2023-05-23 21:08:19 +02:00
Zebediah Figura
eb04829e66 vkd3d-shader/hlsl: Pass hlsl_constant_value and hlsl_type pointers to fold_cast(). 2023-05-23 21:08:17 +02:00
Ethan Lee
24d4ab7fb3 vkd3d-shader/hlsl: Add support for SampleGrad() method.
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
2023-05-23 21:07:49 +02:00
Nikolay Sivov
cf8cacd336 vkd3d-shader/hlsl: Improve UAV format type checking for buffer types.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-05-22 22:03:27 +02:00
Nikolay Sivov
cff22ecde8 vkd3d-shader/hlsl: Add support for writing RWStructuredBuffer declarations.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-05-22 22:03:26 +02:00
Nikolay Sivov
3de824bfd8 vkd3d-shader/hlsl: Add support for RWBuffer object.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-05-22 22:03:24 +02:00
Nikolay Sivov
44a90f5d41 vkd3d-shader: Fix dcl_uav_typed_* formatting.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-05-22 22:03:24 +02:00
Ethan Lee
fb9328d030 vkd3d-shader/hlsl: Fold constant integral abs().
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
2023-05-22 22:03:18 +02:00
Nikolay Sivov
dfa0076473 vkd3d-shader/hlsl: Add support for sample index argument in Load(). 2023-05-22 22:03:12 +02:00
Nikolay Sivov
dc41444941 vkd3d-shader/hlsl: Convert ternary operator true/false values to a common type. 2023-05-09 21:51:46 +02:00
Conor McCarthy
be4a71da7d vkd3d-shader/tpf: Validate input and output index ranges for default control point phases. 2023-05-09 21:51:33 +02:00
Conor McCarthy
3e50c4d13b vkd3d-shader/tpf: Remove an unnecessary carriage return from a parser error message. 2023-05-09 21:51:32 +02:00
Conor McCarthy
6dd1b01284 vkd3d-shader/tpf: Validate index range declarations. 2023-05-09 21:51:31 +02:00
Conor McCarthy
d565fbdcd6 vkd3d-shader/tpf: Validate input/output registers. 2023-05-09 21:51:29 +02:00
Conor McCarthy
2166088b0b vkd3d-shader/tpf: Validate signature element masks. 2023-05-09 21:51:28 +02:00
Conor McCarthy
b8e6482365 vkd3d-shader/tpf: Validate signature element register indices. 2023-05-09 21:51:19 +02:00
Conor McCarthy
adf7db021c vkd3d-shader/tpf: Validate input/output register index counts. 2023-05-09 21:51:17 +02:00
Zebediah Figura
b1bc4044ae vkd3d-shader/hlsl: Use %option nodefault in the lexer. 2023-05-09 21:51:09 +02:00
Zebediah Figura
600fdcd112 vkd3d-shader/hlsl: Lex invalid characters in #line directives.
Avoid letting them fall through to the default rule.
2023-05-09 21:51:08 +02:00
Zebediah Figura
7b8845474d vkd3d-shader/preproc: Use %option nodefault in the lexer. 2023-05-09 21:51:06 +02:00
Zebediah Figura
871cf0b4b5 vkd3d-shader/preproc: Ignore newlines in C comments.
Avoid letting them fall through to the default rule.
2023-05-09 21:51:05 +02:00
Zebediah Figura
ddbfd88e74 vkd3d-shader/preproc: Lex whitespace and invalid characters in #include and #line directives.
Avoid letting them fall through to the default rule.

A syntax error will be emitted by the parser.
2023-05-09 21:51:01 +02:00
Zebediah Figura
da7670f7c8 vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from add_conditional(). 2023-05-09 21:50:37 +02:00
Zebediah Figura
39bbac3cca vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_uint_constant(). 2023-05-09 21:50:36 +02:00
Zebediah Figura
b991f98e2f vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_swizzle(). 2023-05-09 21:50:35 +02:00
Zebediah Figura
306ae40696 vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_store_index(). 2023-05-09 21:50:34 +02:00
Zebediah Figura
29a2b87f54 vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_simple_store(). 2023-05-09 21:50:33 +02:00
Zebediah Figura
145a2dfd2d vkd3d-shader/hlsl: Return bool from hlsl_new_store_component(). 2023-05-09 21:50:31 +02:00
Francisco Casas
fd38c58112 vkd3d-shader/hlsl: Introduce hlsl_calloc().
This is just a wrapper of vkd3d_calloc(), that has the advantage of
checking for multiplication overflow.
2023-05-08 20:24:15 +02:00
Francisco Casas
ef7cf9b1ad vkd3d-shader/hlsl: Support resource arrays when writting SM4.
The new fixmes can be triggered in presence of object components within
structs (for SM5).

In shaders such as this one:

    struct apple
    {
        Texture2D tex : TEX;
        float4 color : COLOR;
    };

    float4 main(struct apple input) : sv_target
    {
        return input.tex.Load(int3(1, 2, 3));
    }

Or this one:

    struct
    {
        Texture2D tex;
        float4 color;
    } s;

    float4 main() : sv_target
    {
        return s.tex.Load(int3(1, 2, 3));
    }
2023-05-08 20:24:15 +02:00
Francisco Casas
a91e6d4563 vkd3d-shader/hlsl: Write resource loads in SM1. 2023-05-08 20:24:15 +02:00
Francisco Casas
96c844ffb8 vkd3d-shader/hlsl: Write sampler declarations in SM1. 2023-05-08 20:24:15 +02:00
Francisco Casas
3e9a9c5051 vkd3d-shader/hlsl: Track objects sampling dimension. 2023-05-08 20:24:15 +02:00
Francisco Casas
4dba38e6c8 vkd3d-shader/hlsl: Track object components usage and allocate registers accordingly. 2023-05-08 20:24:14 +02:00
Francisco Casas
6f71077e3e vkd3d-shader/hlsl: Skip object components when creating input/output copies. 2023-05-08 20:22:19 +02:00
Francisco Casas
4413f6b64b vkd3d-shader/hlsl: Add fixme for uniform copies for objects within structs. 2023-05-08 20:22:17 +02:00
Francisco Casas
69ff249ef4 vkd3d-shader/hlsl: Support multiple-register variables in object regsets.
Variables that contain more than one object (arrays or structs) require
the allocation of contiguous registers in the respective object
register spaces.
2023-05-08 20:22:14 +02:00
Nikolay Sivov
7516adeeae vkd3d-shader/hlsl: Add support for fmod() intrinsic. 2023-05-08 20:21:52 +02:00
Zebediah Figura
8b57a612d7 vkd3d-shader/hlsl: Map the colour output for ps_1_* to r0. 2023-05-03 21:12:39 +02:00
Zebediah Figura
b2959739ed vkd3d-shader/hlsl: Rewrite the register allocator to allow allocating in multiple passes.
We will need this in order to allocate some "special" registers: ps_1_* output, sincos output, etc.
2023-05-03 21:12:38 +02:00
Zebediah Figura
71d8ff85c6 vkd3d-shader/hlsl: Avoid leaking the allocator register map in allocate_const_registers(). 2023-05-03 21:12:37 +02:00
Zebediah Figura
c57ac0b207 vkd3d-shader/hlsl: Rename struct liveness to struct register_allocator. 2023-05-03 21:12:34 +02:00
Conor McCarthy
a0a18b1620 vkd3d-shader: Introduce an internal shader signature structure.
A register count is required for Shader Model 6 signatures, including
those normalised from earlier models.
2023-05-03 21:12:07 +02:00
Conor McCarthy
5ae068168c vkd3d-shader/tpf: Return an error from vkd3d_shader_sm4_parser_create() if the parser failed. 2023-05-03 21:12:06 +02:00
Conor McCarthy
85eb231492 vkd3d-shader/d3dbc: Return an error from vkd3d_shader_sm1_parser_create() if the parser failed. 2023-05-03 21:12:03 +02:00
Francisco Casas
34ddc13390 vkd3d-shader/hlsl: Don't keep the implicit mipmap level on hlsl_ir_index. 2023-05-03 21:11:59 +02:00
Francisco Casas
4aaf6b8895 vkd3d-shader/hlsl: Use hlsl_ir_index for resource access.
This patch makes index expressions on resources hlsl_ir_index nodes
instead of hlsl_ir_resource_load nodes, because it is not known if they
will be used later as the lhs of an hlsl_ir_resource_store.

For now, the only benefit is consistency.
2023-05-03 21:11:56 +02:00
Nikolay Sivov
87037d3748 vkd3d-shader/hlsl: Implement asfloat().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-05-02 20:46:16 +02:00
Nikolay Sivov
7d41cf4440 vkd3d-shader/hlsl: Partially implement static expressions evaluation. 2023-05-02 20:46:08 +02:00
Zebediah Figura
6de904b448 vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_resource_store(). 2023-05-02 20:46:03 +02:00
Zebediah Figura
3cc18f1e9f vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_resource_load(). 2023-05-02 20:46:02 +02:00
Zebediah Figura
8485b2ee95 vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_loop(). 2023-05-02 20:46:00 +02:00
Zebediah Figura
3ca9656e84 vkd3d-shader/hlsl: Pass an hlsl_block pointer to hlsl_new_loop(). 2023-05-02 20:45:59 +02:00
Zebediah Figura
e848c57b46 vkd3d-shader/hlsl: Reuse the "init" instruction list if possible in create_loop(). 2023-05-02 20:45:57 +02:00
Henri Verbeet
3f8aa0e272 vkd3d-shader/d3d-asm: Rename trace.c to d3d_asm.c. 2023-05-02 20:45:33 +02:00
Henri Verbeet
73dc62aebf vkd3d-shader: Get rid of the unused vkd3d_shader_src_param_entry structure. 2023-05-02 20:45:27 +02:00
Francisco Casas
abb207fab0 vkd3d-shader/hlsl: Always specify resource on intrinsic_tex().
Otherwise, in the added test, we get:

vkd3d-compiler: vkd3d-shader/hlsl.c:452: hlsl_init_deref_from_index_chain: Assertion `chain' failed.

because on the path that triggers the following error:

E5002: Wrong type for argument 1 of 'tex3D': expected 'sampler' or 'sampler3D', but got 'sampler2D'.

a NULL params.resource is passed to hlsl_new_resource_load() and
then to hlsl_init_deref_from_index_chain().
2023-05-01 22:18:46 +02:00
Ethan Lee
5d735f3b0e vkd3d-shader/hlsl: Add support for sign() intrinsic.
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
2023-05-01 22:18:41 +02:00
Zebediah Figura
6e677def71 vkd3d-shader/hlsl: Normalize bools when loading from uniforms or vertex input. 2023-05-01 22:18:36 +02:00
Zebediah Figura
834497d5ac vkd3d-shader/hlsl: Introduce an sm4_src_from_constant_value() helper. 2023-05-01 22:18:35 +02:00
Zebediah Figura
0a44e6043e vkd3d-shader/hlsl: Put the hlsl_ir_constant value in a structure. 2023-05-01 22:18:33 +02:00
Francisco Casas
dcd991deda vkd3d-shader/hlsl: Consider duplicated input semantic types equivalent in SM1. 2023-05-01 22:18:27 +02:00
Francisco Casas
34431239a5 vkd3d-shader/hlsl: Handle possibly different types in input semantic var load.
Since in SM1 all vector types use 4 register components, and since SM1
doesn't consider vectors of different dimx incompatible, it is necessary
to ensure that the semantic var is created with dimx=4, and to add a
cast node.
2023-05-01 22:18:26 +02:00
Francisco Casas
537d7c27a2 vkd3d-shader/hlsl: Error out when a semantic is used with incompatible types.
Considering row vectors from row_major matrices as having a different
layout as regular vectors, and error out in that case, is left as todo.
2023-05-01 22:18:24 +02:00
Francisco Casas
d96e9665b1 vkd3d-shader/hlsl: Error out when an output semantic is used more than once.
The use of the hlsl_semantic.reported_duplicated_output_next_index field
allows reporting multiple overlapping indexes, such as in the following
vertex shader:

    void main(out float1x3 x : OVERLAP0, out float1x3 y : OVERLAP1)
    {
        x = float3(1.0, 2.0, 3.2);
        y = float3(5.0, 6.0, 5.0);
    }

    apple.hlsl:1:41: E5013: Output semantic "OVERLAP1" is used multiple times.
    apple.hlsl:1:13: First use of "OVERLAP1" is here.
    apple.hlsl:1:41: E5013: Output semantic "OVERLAP2" is used multiple times.
    apple.hlsl:1:13: First use of "OVERLAP2" is here.

While at the same time avoiding reporting overlaps more than once for
large arrays:

    struct apple
    {
        float2 p : sv_position;
    };

    void main(out apple aps[4])
    {
    }

    apple.hlsl:3:8: E5013: Output semantic "sv_position0" is used multiple times.
    apple.hlsl:3:8: First use of "sv_position0" is here.
2023-05-01 22:18:22 +02:00
Francisco Casas
edc72fdefc vkd3d-shader/hlsl: Support semantics for array types. 2023-05-01 22:18:21 +02:00
Francisco Casas
a488889494 vkd3d-shader/hlsl: Don't create semantic vars more than once. 2023-05-01 22:18:20 +02:00
Francisco Casas
b589c2b32d vkd3d-shader/hlsl: Move get_array_size() and get_array_type() to hlsl.c. 2023-05-01 22:18:19 +02:00
Francisco Casas
61c72a4fd1 vkd3d-shader/hlsl: Avoid invalid input/output copies for non-numeric types. 2023-05-01 22:18:17 +02:00
Nikolay Sivov
7ba373946b vkd3d-shader/hlsl: Implement D3DCOLORtoUBYTE4() function. 2023-04-28 21:04:13 +02:00
Nikolay Sivov
4b3707aeb4 vkd3d-shader/hlsl: Partially implement trunc().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-04-28 21:04:11 +02:00
Ethan Lee
138c32ce88 vkd3d-shader/hlsl: Add support for ddx(), ddy() intrinsics.
SPIR-V already handled DSX/DSY, so only D3DBC/TPF needed new case blocks.

Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
2023-04-28 21:03:40 +02:00
Nikolay Sivov
af4bb03795 vkd3d-shader/hlsl: Implement SampleBias() method.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-04-26 22:46:55 +02:00
Nikolay Sivov
c166ab9727 vkd3d-shader/hlsl: Add separate helpers to generate object methods.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-04-26 22:46:53 +02:00
Nikolay Sivov
59c63ec584 vkd3d-shader/hlsl: Handle discard statement.
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-04-26 22:46:50 +02:00
Nikolay Sivov
6da7d16d4c vkd3d-shader/trace: Add separate id for discard.
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
2023-04-26 22:46:49 +02:00
Zebediah Figura
b46df551eb vkd3d-shader/tpf: Return unsigned int from hlsl_sm4_register_from_semantic().
Fix a compile warning:

../vkd3d/libs/vkd3d-shader/hlsl_codegen.c: In function 'allocate_semantic_register':
../vkd3d/libs/vkd3d-shader/hlsl_codegen.c:2947:85: error: passing argument 4 of 'hlsl_sm4_register_from_semantic' from incompatible pointer type [-Werror=incompatible-pointer-types]
 2947 |         if ((builtin = hlsl_sm4_register_from_semantic(ctx, &var->semantic, output, &type, NULL, &has_idx)))
      |                                                                                     ^~~~~
      |                                                                                     |
      |                                                                                     unsigned int *
In file included from ../vkd3d/libs/vkd3d-shader/hlsl_codegen.c:21:
../vkd3d/libs/vkd3d-shader/hlsl.h:1171:52: note: expected 'enum vkd3d_sm4_register_type *' but argument is of type 'unsigned int *'
 1171 |         bool output, enum vkd3d_sm4_register_type *type, enum vkd3d_sm4_swizzle_type *swizzle_type, bool *has_idx);
      |                      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~
2023-04-21 20:55:56 +02:00
Nikolay Sivov
317b8aa039 vkd3d-shader/hlsl: Ignore "unroll" attribute for loops. 2023-04-21 20:55:48 +02:00
Henri Verbeet
8e0df3f720 vkd3d-shader/sm1: Merge hlsl_sm1.c into d3dbc.c. 2023-04-20 22:54:32 +02:00
Henri Verbeet
99bc07ccf5 vkd3d-shader/sm4: Merge sm4.h into tpf.c. 2023-04-20 22:54:31 +02:00
Henri Verbeet
7800c7b40f vkd3d-shader/sm4: Rename hlsl_sm4.c to tpf.c. 2023-04-20 22:54:30 +02:00
Henri Verbeet
804e315b68 vkd3d-shader/sm4: Move the TPF parser from dxbc.c to hlsl_sm4.c. 2023-04-20 22:54:28 +02:00
Zebediah Figura
0959c6663f vkd3d-shader/hlsl: Remove an unused local variable from create_loop(). 2023-04-20 22:54:13 +02:00
Zebediah Figura
39a03cfd22 vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_load_component(). 2023-04-20 22:54:12 +02:00
Zebediah Figura
a98686ed78 vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from add_load_component(). 2023-04-20 22:54:11 +02:00
Zebediah Figura
e5ec431784 vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_jump(). 2023-04-20 22:54:10 +02:00
Zebediah Figura
dfe056596a vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_int_constant(). 2023-04-20 22:54:09 +02:00
Ethan Lee
0668d32631 vkd3d-shader/hlsl: Add support for any() intrinsic.
For now, this is limited to float and bool, scalar and vector. All other types are unsupported.

Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
2023-04-19 20:46:53 +02:00
Francisco Casas
3f9cd58f5b vkd3d-shader/hlsl: Fix missing extern resource names. 2023-04-19 20:46:53 +02:00
Nikolay Sivov
827a359b45 vkd3d-shader/hlsl: Handle uppercase regset names in packoffset().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-04-19 20:45:50 +02:00
Nikolay Sivov
0cea4d352e vkd3d-shader/hlsl: Handle uppercase regset names in register(). 2023-04-19 20:45:48 +02:00
Zebediah Figura
d8ef0c69a8 vkd3d-shader/spirv: Do not declare resources as multisampled if the sample count is 1.
It is illegal to match a SPIR-V multisampled resource to a Vulkan resource which
is not multisampled. Vulkan considers a resource to be multisampled if its
sample count is greater than 1 (and SPIR-V does not care about the sample count).

This fixes validation errors in the case where the sample count does actually
match the resource. In order to provide correct behaviour when there is a
mismatch, or when the sample count is missing, we will need yet another
additional interface. In the absence of that it seems best to provide a best
guess.

This fixes a validation error with the not-yet-committed merge request 135, when
the d3d11 runner is run through Wine with the Vulkan backend.
2023-04-19 20:45:39 +02:00
Nikolay Sivov
dfe923ea1d vkd3d-shader: Consistently pass location structure by pointer. 2023-04-19 20:45:31 +02:00
Zebediah Figura
7ee66351c8 vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_if(). 2023-04-18 21:59:49 +02:00
Zebediah Figura
50f0ae1b21 vkd3d-shader/hlsl: Pass hlsl_block pointers to hlsl_new_if(). 2023-04-18 21:59:45 +02:00
Zebediah Figura
5a3fe1609b vkd3d-shader/hlsl: Initialize the block in clone_block(). 2023-04-18 21:59:44 +02:00
Zebediah Figura
733141720a vkd3d-shader/hlsl: Introduce a hlsl_block_cleanup() helper. 2023-04-18 21:59:42 +02:00
Zebediah Figura
dc7514afc9 vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_float_constant(). 2023-04-18 21:59:39 +02:00
Zebediah Figura
b23ef3ca3b vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_cast() and hlsl_new_copy(). 2023-04-18 21:59:37 +02:00
Zebediah Figura
1bf3aa9275 vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_bool_constant(). 2023-04-18 21:59:34 +02:00
Zebediah Figura
0654d88edd vkd3d-shader/hlsl: Allow VPOS and VFACE to be specified in sm3 pixel shaders.
We were previously (accidentally) rejecting them because they didn't have a
usage.
2023-04-18 21:59:22 +02:00
Zebediah Figura
b19105eaeb vkd3d-shader/hlsl: Do not write DCL instructions for ps_1_* shaders. 2023-04-18 21:59:17 +02:00
Zebediah Figura
99d413206b vkd3d-shader/hlsl: Map ps_1_* color and texcoord semantics to registers. 2023-04-18 21:59:15 +02:00
Zebediah Figura
98e2461392 vkd3d-shader/hlsl: Sort only uniforms by name in the sm1 backend. 2023-04-18 21:59:13 +02:00
Zebediah Figura
8ed7437708 vkd3d-shader/hlsl: Evaluate index before array.
Co-authored-by: Francisco Casas <fcasas@codeweavers.com>
2023-04-13 23:05:43 +02:00
Francisco Casas
af1aa63ace vkd3d-shader/hlsl: Support column-major matrix indexing in the lhs. 2023-04-13 23:05:41 +02:00
Francisco Casas
dc2a34824d vkd3d-shader/hlsl: Always load from a synthetic copy in add_load_component(). 2023-04-13 23:05:39 +02:00
Francisco Casas
82ff408451 vkd3d-shader/hlsl: Remove add_load_index(). 2023-04-13 23:05:34 +02:00
Francisco Casas
5c285adc6b vkd3d-shader/hlsl: Use hlsl_ir_index for array and record access.
From this point on, it is no longer true that only hlsl_ir_loads can
return objects, because an object can also come from chain of
hlsl_ir_indexes that ends in an hlsl_ir_load.

The lower_index_loads pass takes care of lowering all hlsl_ir_indexes
into hlsl_ir_loads.

For this reason, hlsl_resource_load_params now expects both the resource
as the sampler to be just an hlsl_ir_node pointer instead of a pointer
to a more specific hlsl_ir_load.
2023-04-13 23:05:32 +02:00
Francisco Casas
741c9e5893 vkd3d-shader/hlsl: Introduce hlsl_ir_index.
This node type is intended for use during parse-time.

While we parse an indexing expression such as "a[3]", we don't know if
it will end up as part of an expression (in which case it must be folded
into a load) or it is for the lhs of a store (in which case it must be
folded into the store's deref).
2023-04-13 23:05:25 +02:00
Francisco Casas
0ceecd1225 vkd3d-shader/hlsl: Fix numeric offset of object fields. 2023-04-13 23:05:07 +02:00
Nikolay Sivov
ca59a3c35b vkd3d-shader/hlsl: Handle SV_IsFrontFace semantic. 2023-04-13 23:04:58 +02:00
Nikolay Sivov
a1bd4e080e vkd3d-shader/hlsl: Support log() intrinsic.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-04-13 23:04:44 +02:00
Nikolay Sivov
210caa931d vkd3d-shader/hlsl: Support log10() intrinsic.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-04-13 23:04:42 +02:00
Nikolay Sivov
49b63fbeba vkd3d-shader/hlsl: Support log2() intrinsic. 2023-04-13 23:04:40 +02:00
Nikolay Sivov
c93dac3620 vkd3d-shader/hlsl: Write 'log' instruction for SM1. 2023-04-13 23:04:37 +02:00
Henri Verbeet
0c05f2409c vkd3d-shader/sm4: Get rid of shader_sm4_is_end(). 2023-04-12 21:54:57 +02:00
Henri Verbeet
1e448b0b71 vkd3d-shader/sm4: Pass a vkd3d_shader_sm4_parser structure to shader_sm4_read_instruction(). 2023-04-12 21:54:56 +02:00
Henri Verbeet
1b7b694190 vkd3d-shader/sm1: Pass a vkd3d_shader_sm1_parser structure to shader_sm1_is_end(). 2023-04-12 21:54:55 +02:00
Henri Verbeet
df6a34e1bd vkd3d-shader/sm1: Pass a vkd3d_shader_sm1_parser structure to shader_sm1_read_instruction(). 2023-04-12 21:54:54 +02:00
Henri Verbeet
09566e2c25 vkd3d-shader: Get rid of the "ptr" field from struct vkd3d_shader_parser.
This is an implementation detail.
2023-04-12 21:54:53 +02:00
Henri Verbeet
c4d307a08d vkd3d-shader: Get rid of the "instruction_idx" field from struct vkd3d_shader_parser.
This is unused now.
2023-04-12 21:54:51 +02:00
Conor McCarthy
98b5e2c6e0 vkd3d-shader/ir: Insert hull shader control point input declarations if no control point phase is defined.
The SPIR-V backend will emit a default control point phase. Inserting
inputs into the IR allows handling of declarations via the usual path
instead of an ad hoc implementation which may not match later changes
to input handling.
2023-04-12 21:54:28 +02:00
Conor McCarthy
14295a224d vkd3d-shader/ir: Normalise control point phase output registers to include the control point id.
In SPIR-V the address must include the invocation id, but in TPF it
is implicit. Move the register index up one slot and insert an
OUTPOINTID relative address.
2023-04-12 21:54:27 +02:00
Zebediah Figura
616c4bf51f vkd3d-shader/hlsl: Always align section sizes.
This fixes disassembly using native D3DDisassemble() of shaders generated with vkd3d-shader.

Fixes: d6d9aab31c
2023-04-06 17:52:16 +02:00
Zebediah Figura
a60c47ff39 vkd3d-shader: Explicitly align the size in bytecode_get_next_offset() and rename it accordingly. 2023-04-06 17:52:16 +02:00
Zebediah Figura
1514755043 vkd3d-shader/hlsl: Make a string array const. 2023-04-06 17:52:07 +02:00
Zebediah Figura
09cda98deb vkd3d-shader: Factor out vkd3d_shader_parser_compile(). 2023-04-06 17:52:02 +02:00
Zebediah Figura
507e8644ae vkd3d-shader: Reuse the existing parser for scanning in compile_dxbc_tpf(). 2023-04-06 17:52:02 +02:00
Zebediah Figura
28774b3649 vkd3d-shader/spirv: Move spirv_compiler_destroy() to avoid forward declarations. 2023-04-06 17:52:01 +02:00
Zebediah Figura
70cfd58be6 vkd3d-shader/spirv: Introduce a spirv_compile() helper. 2023-04-06 17:51:59 +02:00
Nikolay Sivov
24c1eb562f vkd3d-shader/hlsl: Treat half as float for casts.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-04-06 17:51:55 +02:00
Nikolay Sivov
c190c184ce vkd3d-shader/hlsl: Add support for ternary operator. 2023-04-06 17:51:46 +02:00
Zebediah Figura
725d408974 vkd3d-shader/hlsl: Introduce an hlsl_block_init() helper. 2023-04-06 17:51:40 +02:00
Zebediah Figura
1da5a9a490 vkd3d-shader/hlsl: Introduce an hlsl_block_add_block() helper. 2023-04-06 17:51:38 +02:00
Zebediah Figura
ceac81b816 vkd3d-shader/hlsl: Introduce an hlsl_block_add_instr() helper. 2023-04-06 17:51:36 +02:00
Henri Verbeet
d6d9aab31c vkd3d-shader: Align the start offset instead of the size in bytecode_put_bytes().
The practical effect this has is that we avoid potential trailing padding at
the end of DXBC blobs. Unfortunately this also means we need to be more
careful about using bytecode_get_size() to find the offset where subsequent
data would get written, although in many cases this follows a put_u32() call.
2023-04-04 22:01:36 +02:00
Francisco Casas
f3e81327dc vkd3d-shader/hlsl: Consider register() as manual packing for resource fields. 2023-04-04 21:59:49 +02:00
Francisco Casas
bf4a125087 vkd3d-shader/hlsl: Ignore packoffset() contents for SM1. 2023-04-04 21:59:47 +02:00
Francisco Casas
60237cb773 vkd3d-shader/hlsl: Don't allow manual and automatic cbuffer offset packing. 2023-04-04 21:59:45 +02:00
Francisco Casas
4448d114ad vkd3d-shader/hlsl: Detect overlaps in cbuffer offsets. 2023-04-04 21:59:43 +02:00
Francisco Casas
7777c32cac vkd3d-shader/hlsl: Support packoffset(). 2023-04-04 21:59:42 +02:00
Francisco Casas
4aca335f42 vkd3d-shader/hlsl: Parse packoffset(). 2023-04-04 21:59:40 +02:00
Francisco Casas
9b70971696 vkd3d-shader/hlsl: Rename struct hlsl_reg_reservation fields. 2023-04-04 21:59:39 +02:00
Nikolay Sivov
eb71c5f20d vkd3d-shader/hlsl: Handle round() for SM1. 2023-04-03 18:00:03 +02:00
Zebediah Figura
7a9e393ea0 vkd3d-shader/hlsl: Rename the "type" field of struct hlsl_type to "class".
To be consistent with enum hlsl_type_class and HLSL_CLASS_*.
2023-04-03 17:59:24 +02:00
Nikolay Sivov
b172f4c257 vkd3d-shader/hlsl: Improve handling of builtin alias type "vector".
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-04-03 17:59:08 +02:00
Nikolay Sivov
5b5c020ade vkd3d-shader/hlsl: Improve handling of builtin alias type "matrix". 2023-04-03 17:59:06 +02:00
Conor McCarthy
c61f9f477c vkd3d-shader/spirv: Declare the phase SPIR-V function in spirv_compiler_enter_shader_phase().
The convoluted code path is no longer needed.
2023-04-03 17:58:26 +02:00
Conor McCarthy
b8472d2270 vkd3d-shader/spirv: Remove the hull shader phase array.
With no more than one phase each of control point and fork/join type,
an array is not required.
2023-04-03 17:58:24 +02:00
Conor McCarthy
16a7de4b38 vkd3d-shader/trace: Trace the normalised instruction array after tracing the input. 2023-04-03 17:58:23 +02:00
Conor McCarthy
eabdccb117 vkd3d-shader/ir: Merge all shader IR fork and join phases into a single phase.
Normalise the incoming vkd3d_shader_instruction IR to the shader model 6
pattern. This allows generation of a single patch constant function in
SPIR-V.
2023-04-03 17:58:21 +02:00
Henri Verbeet
57d92a15cf Release 1.7. 2023-03-24 11:22:28 +01:00
Nikolay Sivov
4110f1e547 vkd3d-shader: Fix a few typos in the comments. 2023-03-15 20:13:27 +01:00
Henri Verbeet
8509ec1e72 vkd3d-shader/spirv: Update the current source location in spirv_compiler_generate_spirv(). 2023-03-13 22:10:00 +01:00
Henri Verbeet
0a73c75db8 vkd3d-shader/glsl: Update the current source location in vkd3d_glsl_generator_generate().
Since the introduction of instruction arrays, the parser location no
longer matches the location of the current instruction. Ultimately we'll
likely want to add some kind of explicit location information to struct
vkd3d_shader_instruction_array, because we might do transformations that
change the order of the original instructions.
2023-03-13 22:09:58 +01:00
Henri Verbeet
685abf9c2d vkd3d-shader/sm4: Do not specify a destination register for VKD3D_SM4_OP_DCL_RESOURCE in opcode_table[].
We do not set one in shader_sm4_read_dcl_resource(), and
shader_sm4_read_instruction() explicitly sets this to 0.
2023-03-13 22:09:54 +01:00
Henri Verbeet
65b7154a22 vkd3d-shader/sm4: Set "dst_count" to 0 when we clear "dst" in shader_sm4_read_instruction().
VKD3D_SM4_OP_DCL_RESOURCE currently has 1 for "dst_count", but NULL for
"dst". This is largely harmless because we never attempt to access the
destination register of VKD3DSIH_DCL instructions, but nevertheless not
quite proper.
2023-03-13 22:09:49 +01:00
Zebediah Figura
da2435707b vkd3d-shader/hlsl: Fix some memory leaks in the function call rule. 2023-03-09 22:11:06 +01:00
Nikolay Sivov
193692bbcb vkd3d-shader/hlsl: Use array element type for array's regset.
Currently this affects SM1 compilation only, with a minimal example like this:

float4 var[3];
float4 main() : sv_target
{
    return var[1];
}
2023-03-09 22:10:39 +01:00
Nikolay Sivov
2880be647e vkd3d-shader/sm4: Write sample count field for multisampled texture declaration.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2023-03-08 20:15:11 +01:00
Nikolay Sivov
ae2f777a4d vkd3d-shader/hlsl: Parse multisample texture type names. 2023-03-08 20:15:09 +01:00
Nikolay Sivov
ee52ad8106 vkd3d-shader/trace: Output sample count for multisampled resources. 2023-03-08 20:15:06 +01:00
Conor McCarthy
9f6e6d3fcd vkd3d-shader/dxbc: Validate and skip the signature section header size.
Silences a very common warning.
2023-03-08 20:14:59 +01:00
Conor McCarthy
3b5316be82 vkd3d-shader/dxbc: Emit a shader error for an invalid signature data size. 2023-03-08 20:14:57 +01:00
Conor McCarthy
83e39e2650 vkd3d-shader/dxbc: Pass a message context to for_each_dxbc_section(). 2023-03-08 20:14:55 +01:00
Nikolay Sivov
a18f3d4dd5 vkd3d-shader/hlsl: Support distance() intrinsic. 2023-03-08 20:14:22 +01:00
Nikolay Sivov
d6b656641c vkd3d-shader/hlsl: Support rsqrt() intrinsic. 2023-03-08 20:14:20 +01:00
Zebediah Figura
a28ecaa135 vkd3d-shader/hlsl: Get rid of the check_invalid_matrix_modifiers() helper. 2023-02-28 22:07:01 +01:00
Zebediah Figura
5838364886 vkd3d-shader/hlsl: Apply latent majority modifiers to typedefs as well. 2023-02-28 22:07:00 +01:00
Zebediah Figura
322963add8 vkd3d-shader/hlsl: Do not set an initial latent matrix majority.
This change does nothing by itself.
2023-02-28 22:06:59 +01:00
Zebediah Figura
75ab9d31ef vkd3d-shader/hlsl: Store the matrix majority as a type modifiers bitmask. 2023-02-28 22:06:58 +01:00
Zebediah Figura
b3c620954b vkd3d-shader/hlsl: Apply latent type modifiers to matrix array typedefs. 2023-02-28 22:06:56 +01:00