Commit Graph

7408 Commits

Author SHA1 Message Date
Henri Verbeet
4e783e2d66 tests/shader_runner: Get rid of enum texture_data_type. 2025-04-14 15:48:24 +02:00
Francisco Casas
7b21059ee5 vkd3d-shader/hlsl: Support the .Length property for Textures.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=57686
2025-04-14 15:47:16 +02:00
Francisco Casas
2dce34d7e0 tests/hlsl: Test the object .Length property. 2025-04-14 15:41:47 +02:00
Elizabeth Figura
0c18736370 vkd3d-shader/ir: Validate SSA write masks. 2025-04-14 15:32:15 +02:00
Elizabeth Figura
d91d552a5e vkd3d-shader/ir: Introduce a vsir_dst_param_init_null() helper. 2025-04-14 15:32:12 +02:00
Elizabeth Figura
1a1f1f1369 vkd3d-shader/hlsl: Set the right interpolation mode in the vsir signature. 2025-04-14 15:29:19 +02:00
Elizabeth Figura
7331c70e9e vkd3d-shader/hlsl: Set the sysval for more sm1 semantics.
To match the sysval we set when reading them.
2025-04-14 15:29:19 +02:00
Feifan He
ba7a9a0b29 vkd3d-shader/msl: Implement VKD3DSIH_LD.
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com>
2025-04-14 15:27:02 +02:00
Feifan He
015a751ea0 tests/shader_runner_metal: Add texture support.
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com>
2025-04-14 14:50:51 +02:00
Giovanni Mascellani
3493688a4d vkd3d-shader/msl: Access descriptors with a type-erased array.
Currently a descriptor set is represented with a structure
whose fields are the various descriptors that the shader is
going to use, each of them qualified with its type. This model
doesn't match very well what happens with D3D12 and with Vulkan
and descriptor indexing and mutable descriptors, where many
descriptor of different types can overlap, and only at shader
runtime it is decided which of them must be used.

Therefore with this patch a descriptor is represented as a
structure whose fields carry no intrinsic typing information,
but are reinterpreted according to the shader behavior on
each access. For the moment there is just one field, but more
will be added to account for fancier descriptor types and
to workaround Metal limitations.

When completed, this design will be similar in spirit to what
the Metal shader converter does, with little technical
differences.

This choice has a couple of drawbacks:

 1. shader debugging with Xcode is less comfortable, because
    the shader doesn't carry static descriptor typing
    information and Xcode is therefore less able to provide
    useful context;

 2. it requires tier 2 argument buffer support and macOS
    version >= 13, which includes guarantees on the runtime
    layout for descriptors.

Supporting descriptor indexing and mutable descriptors is
considered to be worthy of those drawbacks, though, is
effectively required by many applications and appears to be
the first goal we should aim for. If needed, in the future
we might also add support for older hardware, at least for
shaders that do not make use of advanced features.
2025-04-14 14:45:14 +02:00
Giovanni Mascellani
ed677a8f32 tests/shader_runner_metal: Do not use shared buffers.
They are not supported on non-Apple discrete GPUs. Instead make
them managed (if they are short lived) or private.
2025-04-14 14:38:39 +02:00
Feifan He
e5bb3a5233 tests/shader_runner_metal: Introduce a helper to encode the argument buffer.
Co-authored-by: Giovanni Mascellani <gmascellani@codeweavers.com>
2025-04-14 14:38:39 +02:00
Giovanni Mascellani
eb9e254b8c tests/shader_runner_metal: Handle multisampled 2D texture arrays properly.
They're not supported by the shader runner anyway, but there's no
reason to make the code subtly wrong.
2025-04-14 14:38:38 +02:00
Giovanni Mascellani
cbce3a8631 tests/shader_runner: Always set descriptor heaps. 2025-04-09 16:42:16 +02:00
Giovanni Mascellani
bb8f1304ba tests/d3d12: Always set descriptor heaps.
It seems AMD and WARP are not particularly sensitive to that, but
NVIDIA drivers crash if descriptor heaps are not set.
2025-04-09 16:41:33 +02:00
Conor McCarthy
fdd21470b9 tests/hlsl: Test casts from double to 16-bit integer types. 2025-04-09 16:39:07 +02:00
Conor McCarthy
bb8b4f3827 tests/hlsl: Test casts to 16-bit uint. 2025-04-09 16:22:19 +02:00
Conor McCarthy
3c950e5977 tests/hlsl: Test casts to 16-bit int. 2025-04-09 16:20:58 +02:00
Conor McCarthy
88a85024e2 tests/hlsl: Test casts to 16-bit float. 2025-04-09 16:20:53 +02:00
Giovanni Mascellani
7fb288819a vkd3d-shader/msl: Set the prefix to "unknown" for unhandled shader types in msl_generator_init().
Like we do for GLSL; there's no reason to abort compilation here. Note
that this also avoids leaking "gen->buffer" and "gen->string_buffers" on
the error path.
2025-04-09 16:08:15 +02:00
Shaun Ren
0c139ef7a0 vkd3d-shader/hlsl: Add special allocation rules for patch constant data. 2025-04-09 16:02:12 +02:00
Shaun Ren
7ba84b7787 tests: Add signature reflection tests for register allocation rules in tessellation shaders. 2025-04-09 16:02:12 +02:00
Shaun Ren
d3b32fefa3 vkd3d-shader/tpf: Support SV_RenderTargetArrayIndex/SV_ViewportArrayIndex sysvals in tessellation shaders. 2025-04-09 16:02:12 +02:00
Shaun Ren
05f8dd8273 vkd3d-shader/hlsl: Prioritize smaller writemasks for all allocators in allocate_semantic_registers(). 2025-04-09 16:02:12 +02:00
Shaun Ren
ec2f18ab17 vkd3d-shader/hlsl: Free all allocators in allocate_semantic_registers(). 2025-04-09 16:02:12 +02:00