Commit Graph

927 Commits

Author SHA1 Message Date
Henri Verbeet
a93d258a86 Release 1.16. 2025-05-20 11:35:48 +02:00
Elizabeth Figura
8f6616993b vkd3d-shader/spirv: Do not declare inputs with an empty used_mask.
This is motivated by SampleId, whose presence or absence determines whether a
fragment shader runs at sample frequency or not.

In HLSL, if SV_SampleIndex is declared but not used, this results in a signature
entry, but no dcl instruction (and a zero used mask in the signature entry).
Whether the shader will actually run at sample frequency is inconsistent. NVidia
does, AMD does not, and WARP does for d3d12 but not for d3d11.

Previously vkd3d-shader relied on the dcl instruction, thereby aligning with
AMD. This was changed by 66cb2815f0. This commit
restores the previous behaviour.
2025-05-14 14:09:28 +02:00
Elizabeth Figura
65e1ef047f vkd3d-shader/spirv: Return void from spirv_compiler_emit_input(). 2025-05-14 14:09:28 +02:00
Henri Verbeet
88bbc106c7 vkd3d-shader/spirv: We can parse up to SPIR-V 1.6.
The main reason to care at this point is that we actually emit SPIR-V 1.3
ourselves in some cases.
2025-04-23 18:12:39 +02:00
Giovanni Mascellani
24e61cf74e vkd3d-shader: Represent resource data types as vkd3d_data_type in struct vkd3d_shader_descriptor_info1. 2025-04-14 21:55:26 +02:00
Giovanni Mascellani
10d8760134 vkd3d-shader/ir: Validate register id and index for RESOURCE registers. 2025-04-02 19:06:43 +02:00
Giovanni Mascellani
2377db33db vkd3d-shader: Represent descriptor information in the vsir program. 2025-03-18 15:38:01 +01:00
Giovanni Mascellani
4308fa3f68 vkd3d-shader/spirv: Do not steal the instruction array from the vsir program.
There is no need, and it only complicates tracking ownership.
2025-03-18 15:37:57 +01:00
Giovanni Mascellani
fc520e7b4c vkd3d-shader/spirv: Do not store duplicate references to the signatures.
They are already available through the program.
2025-03-18 15:34:16 +01:00
Giovanni Mascellani
5ce03258b5 vkd3d-shader/spirv: Immediately store a reference to the program in the SPIR-V generator.
So it doesn't have to be passed around uselessly.
2025-03-18 15:34:04 +01:00
Giovanni Mascellani
549659dab6 vkd3d-shader/spirv: Run the vsir passes before creating the SPIR-V generator.
This makes it more similar to the MSL and GLSL generators. It also looks
like a cleaner design, the backend is supposed to get access to the vsir
program after it has gone through the pipeline.
2025-03-18 15:33:27 +01:00
Nikolay Sivov
fb5d53bf57 vkd3d-shader/fx: Add a helper to escape printed strings.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2025-03-17 14:46:18 +01:00
Henri Verbeet
5d55a5894c vkd3d-shader/spirv: Handle "BitEnum" operands. 2025-03-10 14:47:03 +01:00
Henri Verbeet
00039ba629 vkd3d-shader/spirv: Handle "ValueEnum" operands. 2025-03-10 14:47:03 +01:00
Henri Verbeet
321154d25a vkd3d-shader/spirv: Handle "LiteralString" operands. 2025-03-10 14:47:03 +01:00
Henri Verbeet
0e092aef70 vkd3d-shader/spirv: Handle "LiteralInteger" operands. 2025-03-10 14:47:03 +01:00
Henri Verbeet
8afeb13035 vkd3d-shader/spirv: Handle "IdResultType" operands. 2025-03-10 14:47:03 +01:00
Henri Verbeet
b9e78f2e2e vkd3d-shader/spirv: Handle "IdResult" operands. 2025-03-10 14:47:03 +01:00
Henri Verbeet
e83f4f40f9 vkd3d-shader/spirv: Handle "IdRef" operands. 2025-03-10 14:47:03 +01:00
Henri Verbeet
bebc550f02 vkd3d-shader/spirv: Implement outputting opcode names. 2025-03-10 14:47:00 +01:00
Henri Verbeet
997f3f8266 vkd3d-shader/spirv: Implement outputting instruction offsets. 2025-03-10 14:45:06 +01:00
Giovanni Mascellani
8c785f1dc9 vkd3d-shader/spirv: Emit immediate words for unhandled instructions.
The assembler can parse these to reconstruct the original bytecode.
2025-03-10 14:45:06 +01:00
Henri Verbeet
5ab5a721a1 vkd3d-shader/spirv: Do not sign-extend *ptr in vkd3d_spirv_build_string().
"char" is (potentially) signed, so casting it to uint32_t will
sign-extend it. Because we use |= to assign it to "word", and don't
otherwise mask out the higher bits either, we effectively set subsequent
bytes in the same word to 0xff for input bytes > 0x7f. That potentially
includes the \0 terminator. For example, "é" (U+00e9) is "\xc3\xa9"
when encoded as UTF-8, and would get us 0xffffffc3 instead of
0x0000a9c3.
2025-03-05 14:10:58 +01:00
Giovanni Mascellani
8297ea9aa6 vkd3d/device: Require VK_KHR_zero_initialize_workgroup_memory when appropriate.
That extension (and the corresponding feature) must be enabled when
the Initializer operand is used for workgroup variables.
2025-02-26 16:11:50 +01:00
Henri Verbeet
fe4143ad19 vkd3d-shader/dxil: Generate I/O signatures with 16-bit component types for native 16-bit shaders.
Which incidentally matches the I/O signatures from the DXBC container.
2025-02-24 15:10:08 +01:00