Elizabeth Figura
8ca50a2f7e
tests/hlsl: Add more tests for struct syntax.
2025-05-14 15:09:42 +02:00
Elizabeth Figura
e16176672a
vkd3d-shader/hlsl: Validate "numthreads" attribute values.
2025-05-14 14:56:42 +02:00
Elizabeth Figura
cfb59828f3
tests/hlsl: Add more tests for the "numthreads" attribute.
2025-05-14 14:56:42 +02:00
Elizabeth Figura
a06b9f6646
vkd3d-shader/hlsl: Do not emit HLSL_OP1_ABS for unsigned types.
2025-05-14 14:55:59 +02:00
Elizabeth Figura
4a5411aa6e
vkd3d-shader/hlsl: Return a uint1 from GetRenderTargetSampleCount().
2025-05-12 15:29:23 +02:00
Elizabeth Figura
4cdea712d0
tests/hlsl: Show that GetRenderTargetSampleCount() returns a vector.
2025-05-12 15:28:49 +02:00
Nikolay Sivov
5d5d892830
vkd3d-shader/fx: Use the same BlendState states description for both fx_4_1 and fx_5_0.
...
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com >
2025-05-06 18:58:03 +02:00
Nikolay Sivov
d660a0d2ae
tests: Add a fx_4_1 compilation test for the BlendState states.
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Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com >
2025-05-06 18:58:03 +02:00
Francisco Casas
7b07d77396
ci: Update the DXC version used on the CI to 1.8.2502.
2025-05-06 18:39:02 +02:00
Henri Verbeet
cb4b5641ea
vkd3d: Handle multiple fence NULL event waits in d3d12_device_SetEventOnMultipleFenceCompletion().
2025-05-06 18:29:06 +02:00
Henri Verbeet
3fabac3f70
vkd3d: Handle multiple fence ANY waits in d3d12_device_SetEventOnMultipleFenceCompletion().
2025-05-06 18:29:06 +02:00
Henri Verbeet
9222f5e5b1
vkd3d: Handle multiple fence ALL waits in d3d12_device_SetEventOnMultipleFenceCompletion().
2025-05-06 18:29:06 +02:00
Henri Verbeet
52b947a005
vkd3d: Handle single fence waits in d3d12_device_SetEventOnMultipleFenceCompletion().
...
By forwarding to ID3D12Fence_SetEventOnCompletion().
2025-05-06 18:29:06 +02:00
Henri Verbeet
3ea84156c7
vkd3d: Validate the fence count in d3d12_device_SetEventOnMultipleFenceCompletion().
2025-05-06 18:29:06 +02:00
Henri Verbeet
75ce9cef92
tests/d3d12: Test ID3D12Device1_SetEventOnMultipleFenceCompletion().
2025-05-06 18:29:06 +02:00
Shaun Ren
5b06fe83df
vkd3d-shader/hlsl: Generate vsir instructions for stream output operations.
2025-05-05 14:54:07 +02:00
Shaun Ren
c8c1e270e0
vkd3d-shader/hlsl: Validate maximum output size in geometry shaders.
2025-05-05 14:43:53 +02:00
Francisco Casas
e6db0ab614
tests: Add tests for DeviceMemoryBarrierWithGroupSync().
2025-05-05 14:27:35 +02:00
Francisco Casas
b89f0bc730
vkd3d-shader/hlsl: Generate vsir for HLSL_IR_SYNC operations.
...
The following table shows how each intrinsic maps to d3d assembly and the
flags that appear in the tpf bytecode, in binary.
GroupMemoryBarrier() sync_g 0010
GroupMemoryBarrierWithGroupSync() sync_g_t 0011
DeviceMemoryBarrier() sync_uglobal 1000
DeviceMemoryBarrierWithGroupSync() sync_uglobal_t 1001
AllMemoryBarrier() sync_uglobal_g 1010
AllMemoryBarrierWithGroupSync() sync_uglobal_g_t 1011
2025-05-05 14:17:47 +02:00
Francisco Casas
758a4bef09
vkd3d-shader/hlsl: Parse barriers.
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And introduce hlsl_ir_sync to represent them.
2025-05-05 14:15:14 +02:00
Conor McCarthy
4c8c31fa2e
tests/hlsl: Add a shader model 5.1 test to srv-byteaddressbuffer.shader_test.
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Some code paths for TPF handling are not tested if no 5.1 shaders are
compiled.
2025-04-23 18:11:42 +02:00
Shaun Ren
5d29554fed
tests/hlsl: Add geometry shader stream output syntax tests.
2025-04-23 18:03:59 +02:00
Giovanni Mascellani
6ca9395368
tests/d3d12: Skip testing NULL VBVs on NVIDIA on Windows.
...
It seems that the NVIDIA drivers leaves VBVs bindings untouched
when they are NULL (or the GPU buffer address is NULL), instead of
setting them to a null binding.
Differently from other cases of inconsistent behaviour between AMD
and NVIDIA, here I'm explicitly marking the NVIDIA behaviour as
broken, because the expected behaviour is spelled out explicitly
(at least for the D3D12 specification standards).
2025-04-21 14:43:59 +02:00
Giovanni Mascellani
bc637f2633
tests/d3d12: Do not validate the semantic of uint-clearing R11G11B10_FLOAT resources.
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Implementations have no consistent behaviour.
2025-04-21 14:43:27 +02:00
Giovanni Mascellani
c1d04b84c7
tests/d3d12: Do not test out-of-bound UAV uint clears.
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The behaviour is not uniform: AMD truncates, NVIDIA saturates.
2025-04-21 14:40:44 +02:00