Commit Graph

7408 Commits

Author SHA1 Message Date
Francisco Casas
3ead8d532b vkd3d-shader/hlsl: Allow non-constant deref propagation on SM1.
Note that we still have to preempt the propagation to SM1 pixel shader
uniforms. Otherwise this will turn the many constant derefs that appear
from the <index-val> copy generated in lower_index_loads() into a single
non-constant deref, causing it to allocate all the registers instead of
up until the last one used.
2025-04-02 18:27:16 +02:00
Francisco Casas
f65e6265e0 vkd3d-shader/ir: Normalise MOVA and d3dbc indirect addressing. 2025-04-02 18:27:16 +02:00
Francisco Casas
fd02d69dda vkd3d-shader/hlsl: Implement indirect addressing for d3dbc target profiles. 2025-04-02 18:26:03 +02:00
Francisco Casas
0e0ed72652 vkd3d-shader/d3dbc: Respect "idx_count" when writing registers.
Some SM1 src registers have idx_count = 0, in which case we have to
respect that instead of always reading reg->reg.idx[0].offset even when
it is invalid.
2025-04-02 18:06:48 +02:00
Francisco Casas
2327f87e37 tests/hlsl: Test SM1 vertex shader uniform allocation on indirect addressing.
Here, a vertex shader version of the previous test by Shaun is
introduced. Note that in this case the uniform allocates all 4 registers
instead of 3 because it is indirectly addressed.
2025-04-02 18:06:48 +02:00
Francisco Casas
b6ce1479fe tests/hlsl: Test vertex shader uniform indirect addressing.
Note that, for indexes with a decimal part, the behavior is different
depending on whether it is a temp load or a direct uniform load (which
can only happen on vertex shaders). The former rounds to the
closest-to-zero, while the latter rounds to the nearest even.
2025-04-02 18:06:18 +02:00
Elizabeth Figura
20b76f87bf vkd3d-shader/hlsl: Initialize the temp count for sm1. 2025-04-02 17:58:26 +02:00
Elizabeth Figura
7cb5a7bebc vkd3d-shader/hlsl: Leave the swizzle zero for VSIR_DIMENSION_NONE registers. 2025-04-02 17:58:26 +02:00
Elizabeth Figura
950f78041a vkd3d-shader/hlsl: Initialize the vsir dimension for sm1. 2025-04-02 17:58:26 +02:00
Elizabeth Figura
856f4b55f6 vkd3d-shader/hlsl: Set the correct index count for sm1 DEPTHOUT. 2025-04-02 17:58:26 +02:00
Elizabeth Figura
227e2cc0f5 vkd3d-shader/hlsl: Use vsir_*_from_hlsl_node() helpers in more places. 2025-04-02 17:58:18 +02:00
Henri Verbeet
110edf32d0 demos: Add basic DPI handling. 2025-03-19 14:10:24 +01:00
Nikolay Sivov
21e08955d3 vkd3d-shader/fx: Pad fx_2_0 object data blobs with zeroes.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2025-03-18 15:56:32 +01:00
Giovanni Mascellani
803bf59654 tests: Mark an early depth stencil test as buggy on MoltenVK.
On MoltenVK it seems that all draws are always executed,
independently of the early depth stencil test. The problem doesn't
seem to belong to vkd3d or MoltenVK, because the generated Metal
commands look correct. I tried looking at a GPU capture with Xcode,
which was not very conclusive because it doesn't state clearly
whether early fragment tests were passed or not. Sometimes it
says that a fragment shader execution had no thread execution
data, which I interpret as the early fragment tests having
prevented the fragment shader from running, but it's not really
consistent, and it's never clear which results are based on
software simulation and which on the hardware run.

However taking everything into account I think the most likely
explanation is some incorrect optimization at the Metal level.
2025-03-18 15:55:29 +01:00
Giovanni Mascellani
05f7f03dab tests: Mark a queue synchronization test as buggy on MoltenVK.
The graphics pipeline triggers an internal error in the Metal
pipeline compiler, with a completely generic error message. I have
no idea what the actual problem is.
2025-03-18 15:53:59 +01:00
Shaun Ren
8f19d02501 tests: Add a signature reflection test for geometry shader inputs. 2025-03-18 15:46:07 +01:00
Shaun Ren
62c00be873 vkd3d-shader/tpf: Emit geometry shader property declarations. 2025-03-18 15:46:07 +01:00
Shaun Ren
bd055fac1c vkd3d-shader/hlsl: Store geometry shader properties in struct vsir_program. 2025-03-18 15:46:02 +01:00
Shaun Ren
b1ace5763a vkd3d-shader/hlsl: Implement input semantics for geometry shaders. 2025-03-18 15:40:11 +01:00
Shaun Ren
8af3173955 vkd3d-shader/hlsl: Support input primitive arrays in geometry shaders. 2025-03-18 15:40:11 +01:00
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