3 Commits

Author SHA1 Message Date
Giovanni Mascellani
154acd2c2b Release 1.7.1. 2023-05-03 21:46:28 +02:00
Henri Verbeet
cb2acc35f2 vkd3d-utils: Export D3D12CreateDevice() once again.
Commit d27fee64ab inadvertently stopped
exporting D3D12CreateDevice().
2023-05-03 21:46:27 +02:00
Conor McCarthy
7b9b0179ec vkd3d: Leave the command queue op mutex locked after a partial flush.
All return paths in d3d12_command_queue_flush_ops_locked() must
leave the op mutex locked.
2023-05-03 21:46:25 +02:00
355 changed files with 20551 additions and 95893 deletions

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@@ -1,16 +0,0 @@
# https://editorconfig.org/
root = true
[*]
charset = utf-8
end_of_line = lf
indent_style = space
indent_size = 4
tab_width = 8
trim_trailing_whitespace = true
max_line_length = 120
insert_final_newline = true
[Makefile*]
indent_style = tab
indent_size = 8

2
.gitignore vendored
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@@ -10,7 +10,6 @@ Makefile
Makefile.in
test-suite.log
/vkd3d-compiler
/vkd3d-dxbc
vkd3d-*.tar.xz
@@ -23,7 +22,6 @@ vkd3d-*.tar.xz
*.tab.c
*.tab.h
*.trs
*.txt
*.yy.c
*~

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@@ -1,11 +0,0 @@
stages:
- image
- build
- test
- deploy
include:
- local: "/gitlab/image.yml"
- local: "/gitlab/build.yml"
- local: "/gitlab/test.yml"
- local: "/gitlab/release.yml"

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@@ -1,2 +0,0 @@
Elizabeth Figura <z.figura12@gmail.com>
Elizabeth Figura <zfigura@codeweavers.com>

419
ANNOUNCE
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@@ -1,417 +1,36 @@
The vkd3d team is proud to announce that release 1.13 of vkd3d, the Direct3D
to Vulkan translation library, is now available.
The Wine team is proud to announce that release 1.7.1 of vkd3d, the Direct3D to
Vulkan translation library, is now available.
This release contains improvements that are listed in the release notes below.
The main highlights are:
- Basic loop unrolling support in the HLSL compiler.
- Effects compiler support for several version 4.0+ state objects.
- Miscellaneous bug fixes.
This is a bugfix release, only containing targeted fixes for a couple
of defects that had slipped in in vkd3d 1.7.
The source is available from the following location:
<https://dl.winehq.org/vkd3d/source/vkd3d-1.13.tar.xz>
https://dl.winehq.org/vkd3d/source/vkd3d-1.7.1.tar.xz
The current source can also be pulled directly from the git repository:
<https://gitlab.winehq.org/wine/vkd3d.git>
https://gitlab.winehq.org/wine/vkd3d.git
Vkd3d is available thanks to the work of multiple people. See the file AUTHORS
for the complete list.
# What's new in vkd3d 1.13
----------------------------------------------------------------
### libvkd3d
What's new in vkd3d 1.7.1
=========================
- The ID3D12CommandList6 interface is supported.
- Block-compressed textures can be created with unaligned dimensions. This
corresponds to
D3D12_FEATURE_D3D12_OPTIONS8.UnalignedBlockTexturesSupported.
*** libvkd3d
- Some minor issues pointed out by the Vulkan validation layers have been
addressed. These are not known to affect applications in practice, but
should make libvkd3d slightly more well-behaved.
- Release 1.7 has a bug that causes an internal mutex in its command
queue implementation to be unlocked too early under certain usage
patterns. This is known to further cause internal inconsistencies
that manifest as program deadlocks for some programs. In release
1.7.1 the mutex is correctly kept locked until required.
### libvkd3d-shader
*** libvkd3d-utils
- New features for the HLSL source type:
- Basic loop unrolling support. Some of the more complicated cases like
loops containing conditional jumps are still unsupported.
- Initialisation values for global variables, function parameters, and
annotation variables are parsed and stored in output formats supporting
them.
- Shader model 5.1 register spaces are supported when using the
corresponding target profiles, as well as shader model 5.1 reflection
data.
- Register reservations support expressions as offsets. For example:
float f : register(c0[1 + 1 * 2]);
- The tex1D(), tex2D(), tex3D(), and texCUBE() intrinsic function variants
with explicit derivatives are supported.
- The following intrinsic functions are supported:
- asint()
- f16tof32()
- faceforward()
- GetRenderTargetSampleCount()
- rcp()
- tex2Dbias()
- tex1Dgrad(), tex2Dgrad(), tex3Dgrad(), and texCUBEgrad()
- The sin() and cos() intrinsic functions are supported in shader model
1-3 profiles. These were already supported in shader model 4+ profiles.
- The following features specific to effects target profiles:
- Types supported in version 4.0+:
- BlendState
- ComputeShader, DomainShader, GeometryShader, and HullShader
- DepthStencilState
- RasterizerState
- State application functions implemented for version 4.0+ effects:
- OMSetRenderTargets()
- SetBlendState()
- SetComputeShader(), SetDomainShader(), SetGeometryShader(),
SetHullShader(), SetPixelShader(), and SetVertexShader()
- SetDepthStencilState()
- SetRasterizerState()
- String types. These are mainly used for annotations.
- Annotations on global variables.
- Support for the Texture field of the SamplerState type.
- Support for NULL values.
- Stores to swizzled matrix variables.
- The unsigned type modifier is supported. (For example,
unsigned int.) Note that uint and related types were already
supported.
- ConstantBuffer<> types.
- The SV_Coverage output semantic for fragment shaders.
- The experimental DXIL source type supports quad group operations.
- The Direct3D shader model 2-3 texldb instruction is correctly disassembled
when outputting Direct3D shader assembly.
- New interfaces:
- The vkd3d_shader_parameter_info structure extends the
vkd3d_shader_compile_info structure, and can be used to specify shader
parameters. This is a more generic version of the shader parameter
interface for SPIR-V targets in struct vkd3d_shader_spirv_target_info.
- The VKD3D_SHADER_PARAMETER_DATA_TYPE_FLOAT32 enumeration value specifies
that a shader parameter contains 32-bit floating-point data.
- The VKD3D_SHADER_PARAMETER_NAME_ALPHA_TEST_FUNC shader parameter
specifies the alpha test function.
- The VKD3D_SHADER_PARAMETER_NAME_ALPHA_TEST_REF shader parameter
specifies the alpha test reference value.
- The VKD3D_SHADER_PARAMETER_NAME_FLAT_INTERPOLATION shader parameter
specifies the interpolation mode for colour inputs in Direct3D shader
model 1-3 fragment shaders.
- The VKD3D_SHADER_PARAMETER_TYPE_BUFFER enumeration value specifies that
the value of a shader parameter is provided at run-time through a buffer
resource.
### Changes since vkd3d 1.12:
```
Anna (navi) Figueiredo Gomes (6):
vkd3d-shader/ir: Periodically flush buffers when tracing blocks.
Add a .editorconfig file.
vkd3d: Use D3D12_SHADER_VISIBILITY_ALL for 32-bit root constants when using vk_heaps.
vkd3d-shader/spirv: Avoid decorating variables multiple times with NonReadable.
vkd3d-shader/spirv: Use unique SPIR-V variables for descriptors where visibility differs.
vkd3d-shader/spirv: Avoid decorating variables multiple times with Coherent.
Atharva Nimbalkar (2):
vkd3d-shader/glsl: Implement VKD3DSIH_MOV.
vkd3d-shader/glsl: Implement support for VKD3DSPR_TEMP registers.
Conor McCarthy (16):
vkd3d-shader/dxil: Implement DX intrinsic QuadOp.
vkd3d-shader/spirv: Implement the QUAD_READ_ACROSS_* instructions.
vkd3d-shader/dxil: Implement DX intrinsic QuadReadLaneAt.
vkd3d-shader/spirv: Implement the QUAD_READ_LANE_AT instruction.
tests/d3d12: Check for unaligned block texture support in test_create_committed_resource().
vkd3d: Allow block compressed textures to have unaligned width and height.
tests/d3d12: Test a null vertex buffer 'views' pointer on multiple slots.
vkd3d: Interpret a null vertex buffer 'views' pointer as a null buffer.
tests/shader-runner: Set the correct flag and format for raw UAVs.
tests/shader-runner: Create a new runner object for the shader model 6 tests.
vkd3d: Create a descriptor pool for static samplers when Vulkan-backed heaps are used.
tests: Add a test for clearing a large buffer UAV.
vkd3d: Limit the workgroup X count for buffer UAV clears to the supported max.
vkd3d: Add support for the ID3D12CommandList6 interface.
vkd3d-shader/spirv: Free the spirv parameter info.
vkd3d: Free descriptor range information on error paths in d3d12_root_signature_info_from_desc(). (Valgrind)
Elizabeth Figura (39):
vkd3d-shader/hlsl: Add a hlsl_fixme() for 5.1 resource arrays.
vkd3d-shader/hlsl: Put constant buffers into the extern_resources struct.
vkd3d-shader: Write SM5.1 register indices.
vkd3d-shader/hlsl: Allocate register spaces for constant buffers.
vkd3d-shader/hlsl: Allocate register spaces for objects.
vkd3d-shader: Write SM5.1 register spaces.
vkd3d-shader/hlsl: Write SM5.1 binding reflection data.
tests: Add reflection tests for register space.
vkd3d-shader/hlsl: Always initialize $$ when parsing modifiers from an arbitrary string.
tests: Stop probing all pixels when drawing a uniform colour.
tests: Run combined-samplers.shader_test on sm1 as well.
tests: Add another combined sampler test.
vkd3d-shader/hlsl: Respect the coords writemask in write_sm1_resource_load().
vkd3d-shader/hlsl: Only allocate the aligned size for uniforms.
vkd3d-shader/hlsl: Separate an "array" rule.
vkd3d-shader/d3dbc: Use enum vkd3d_shader_register_type in struct sm1_instruction.
tests/shader_runner: Use resource->width instead of resource->size for buffer width.
tests/shader_runner: Factor out a resource_desc structure.
tests: Implement multisampling in the Vulkan renderer.
tests: Implement multisampling in the GL renderer.
vkd3d-shader/hlsl: Implement the GetRenderTargetSampleCount() intrinsic.
vkd3d-shader/hlsl: Implement output SV_Coverage.
vkd3d-shader: Introduce struct vkd3d_shader_parameter_info and struct vkd3d_shader_parameter1.
include: Document shader parameters.
vkd3d-shader/spirv: Support passing shader parameters through uniform buffers.
tests: Add a test for the vkd3d_shader_parameter APIs.
vkd3d-shader/spirv: Respect VKD3D_SHADER_CONDITIONAL_OP_Z when discard has a bool argument.
vkd3d-shader: Allow controlling alpha test through vkd3d-shader parameters.
tests: Offset the viewport by 0.5 when running d3dbc shaders.
tests: Factor out a set_default_target() helper.
tests: Test alpha test.
vkd3d-shader/spirv: Allocate output_info after normalization.
vkd3d-shader: Factor out a vsir_program_get_parameter() helper.
vkd3d-shader/spirv: Pass a vkd3d_data_type to spirv_compiler_emit_shader_parameter().
vkd3d-shader: Do not make the alpha test ref parameter VSIR_DIMENSION_VEC4.
vkd3d-shader: Use the program parameters in spirv_compiler_alloc_spec_constant_id().
vkd3d-shader: Allow controlling d3d color shade mode through vkd3d-shader parameters.
tests: Test shade mode.
vkd3d-shader: Use an extended version of vkd3d_shader_immediate_constant in vkd3d_shader_parameter1.
Francisco Casas (52):
vkd3d-shader/hlsl: Record default values for uniforms and constant buffers.
vkd3d-shader/hlsl: Initialize default values with braceless initializers.
tests: Test default values using reflection.
vkd3d-shader/tpf: Write default values for SM4.
vkd3d-shader/d3dbc: Write default values for SM1.
tests: Test matrix default value initializers.
vkd3d-shader/hlsl: Fix numeric register offset for matrix components.
vkd3d-shader/hlsl: Reorder default values for matrices for SM4.
tests: Test register reservations on unused variables.
vkd3d-shader/hlsl: Only error out on bind_count register reservation overlaps for SM1.
vkd3d-shader/d3dbc: Split hlsl_sm1_write().
vkd3d-shader/hlsl: Generate CTAB outside d3dbc_compile().
vkd3d-shader/d3dbc: Introduce struct d3dbc_compiler.
vkd3d-shader/d3dbc: Use program->shader_version instead of ctx->profile.
vkd3d-shader/d3dbc: Don't require a hlsl_semantic to get register and usage.
vkd3d-shader/d3dbc: Use vsir_program I/O signatures to write dcls.
vkd3d-shader/d3dbc: Don't write inconsequential MOVs.
vkd3d-shader/hlsl: Free array sizes on function parameters (Valgrind).
tests: Separate the valid stateblock function names test from the string arg test.
vkd3d-shader/hlsl: Parse function call syntax on state blocks.
tests: Test whether valid state block function names are case-sensitive.
vkd3d-shader/hlsl: Validate state block function calls.
vkd3d-shader/hlsl: Add missing src1 and src2 constants to sincos on SM2.
tests: Test string escape sequences.
vkd3d-shader/hlsl: Parse string constants.
vkd3d-shader/hlsl: Parse string escape sequences.
vkd3d-shader/hlsl: Parse string type.
tests: Add missing double precission require directives.
tests: Report tests skipped because of missing capabilities.
tests/shader-runner: Add missing trace for wave_ops caps.
tests: Introduce VKD3D_TEST_DETAILED for the test driver.
vkd3d-shader/hlsl: Avoid dereferencing rel_offset if it is NULL.
tests: Add additional non-constant array indexing tests.
vkd3d-shader/hlsl: Lower non-constant array loads for SM1.
vkd3d-shader/hlsl: Remove SM1 fixme for matrix writemasks.
vkd3d-shader/hlsl: Lower non-constant row_major matrix loads for SM1.
tests: Add additional string tests.
vkd3d-shader/hlsl: Parse string default values.
vkd3d-shader/hlsl: Skip writing string default values.
vkd3d-shader/hlsl: Always work with the extern resource's component type.
vkd3d-shader: Avoid div by zero on assert in vkd3d_calloc() (ubsan).
tests: Add additional tests for function calls in state block rhs.
tests: Test shader compilation within function definitions.
tests: Test compile syntax on effects.
tests: Test shader compilation within braces.
tests: Test shader compilation with default values.
tests/shader_runner: Require explicit formats for UAV resources.
tests/shader_runner: Move parse_format() up.
tests/shader_runner: Replace spaces with dashes in format names.
tests/shader_runner: Don't skip shader compilation on missing caps.
tests/shader_runner: Explicitly require UAV load support.
tests/test-driver: Avoid double space when printing details.
Giovanni Mascellani (57):
tests: Mark some root signature unbounded range failures as todo on MoltenVK.
vkd3d: Do not request VK_EXT_debug_marker if debug is disabled.
vkd3d: Enable VK_KHR_portability_subset if available.
vkd3d: Do not synchronize with the geometry shader stage if it's not enabled.
ci: Assume an Apple Silicon-based environment for the macOS CI job.
tests: Skip sampling cube textures on Qualcomm.
tests: Transition resources to PIXEL_SHADER_RESOURCE in test_sample_c_lz().
tests: Check that depth/stencil formats are supported before using them.
vkd3d: Do not synchronize with the tessellation shader stages if they're not enabled.
tests: Improve feedback when enabling d3d12 debug layers.
tests: Enable the d3d12 debug layer message callbacks.
tests: Support using the Agility SDK in the crosstests.
vkd3d: Propagate a failure in d3d12_descriptor_heap_init().
tests: Define WIDL macros in utils.h.
vkd3d: Allocate temporary arrays on the stack in d3d12_command_list_update_push_descriptors().
tests: Pad the constant buffer in test_update_compute_descriptor_tables() to 256 bytes.
tests: Terminate the Agility SDK path with a slash.
vkd3d: Document how to install "Graphics Tools" to use the Agility SDK.
vkd3d: Rebuild the vkd3d_physical_device_info chain before creating the device.
vkd3d: Remove the temporary pointers in vkd3d_physical_device_info_init().
vkd3d: Propagate errors out of d3d12_root_signature_append_vk_binding().
vkd3d: Disable WARN_ON() when VKD3D_NO_DEBUG_MESSAGES is defined.
vkd3d: Disable FIXME_ONCE() when VKD3D_NO_DEBUG_MESSAGES is defined.
vkd3d: Allow disabling ERR() by defining VKD3D_NO_ERROR_MESSAGES.
vkd3d: Introduce debug severity MESSAGE.
vkd3d: Introduce a softer form of assertion.
vkd3d: Allow aborting on ERR().
vkd3d: Emit an ERR() when reaching unreachable code.
ci: Abort on assertions on the CI.
tests: Test register conflicts in a root signature.
vkd3d: Replace assert() with VKD3D_ASSERT() in command.c.
vkd3d: Replace assert() with VKD3D_ASSERT() in resource.c.
vkd3d: Replace assert() with VKD3D_ASSERT() in state.c.
vkd3d: Replace assert() with VKD3D_ASSERT() in utils.c.
vkd3d: Replace assert() with VKD3D_ASSERT() in vkd3d_private.h.
vkd3d-common: Remove an assertion in vkd3d_dbg_printf().
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in checksum.c.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in d3d_asm.c.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in d3dbc.c
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in dxbc.c.
tests: Mark a couple of tests as working on recent NVIDIA GPUs.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in dxil.c.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in fx.c.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in hlsl_codegen.c.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in hlsl_constant_ops.c.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in hlsl.c.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in hlsl.h.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in hlsl.y.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in ir.c.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in preproc.h.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in preproc.l.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in preproc.y.
vkd3d: Check the entire root signature for register conflicts.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in spirv.c.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in tpf.c.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in vkd3d_shader_main.c.
vkd3d-shader: Replace assert() with VKD3D_ASSERT() in vkd3d_shader_private.h.
Henri Verbeet (9):
vkd3d-shader/ir: Rename the "handler_idx" field of struct vkd3d_shader_instruction to "opcode".
vkd3d: Always use UINT views to clear UAVs with integer formats.
vkd3d-shader/ir: Remove VKD3DSIH_DCL instructions.
vkd3d-shader/ir: Remove VKD3DSIH_DCL_SAMPLER instructions.
vkd3d-common: Replace assert() with VKD3D_ASSERT().
vkd3d-shader/fx: Replace assert() with VKD3D_ASSERT().
vkd3d: Do not include assert.h.
build: Actually run bitwise-assignment.shader_test.
vkd3d-shader/spirv: Decorate non-array descriptor variables as well.
Nikolay Sivov (66):
vkd3d-shader/hlsl: Handle "unsigned int" type.
tests: Add some basic tests for ConstantBuffer type.
tests: Add a few tests for the NULL value.
vkd3d-shader/fx: Do not write shared buffers block when not compiling as a child effect.
vkd3d-shader/hlsl: Implement tex2Dbias().
vkd3d-shader/asm: Output 'bias' flag for 'texld'.
vkd3d-shader/d3dbc: Write load instruction for tex2Dbias().
vkd3d-shader/hlsl: Store original semantic name.
vkd3d-shader/fx: Use original full semantic name.
vkd3d-shader/fx: Set EXPLICIT_BIND_POINT flag for packoffset() reservations as well.
vkd3d-shader/fx: Fix variable buffer offset value.
vkd3d-shader/hlsl: Add support for ConstantBuffer<> type.
vkd3d-shader/fx: Cast state block field values to target type.
vkd3d-shader/fx: Add support for writing DepthStencilState objects.
vkd3d-shader/hlsl: Add RasterizerState type.
vkd3d-shader/fx: Add support for writing RasterizerState objects.
vkd3d-shader: Implement tex*() functions variants with gradient arguments.
vkd3d-shader/hlsl: Implement tex*grad() functions.
vkd3d-shader/fx: Fix structure type data written for fx_4.
vkd3d-shader/fx: Write default numeric values.
vkd3d-shader/fx: Fix packed size for fx_4+ types.
vkd3d-shader/fx: Preserve parsing order of initializer components.
vkd3d-shader/fx: Add missing fields for structure types on fx_5_0.
vkd3d-shader/hlsl: Do not crash on initialization of a redefined variable.
vkd3d-shader/hlsl: Set default values for annotations variables.
vkd3d-shader/fx: Write annotations for fx_4+ profiles.
tests: Add some fx profiles tests for structure types containing objects.
vkd3d-shader: Disallow object structure fields for fx profiles.
vkd3d-shader/fx: Do not output empty strings for missing semantics for fx_2_0.
vkd3d-shader/hlsl: Allow annotations on global variables.
vkd3d-shader/fx: Correct empty pass check.
vkd3d-shader/fx: Set total pass count for fx_2_0.
vkd3d-shader/fx: Correct one of the object counters in the fx_2_0 header.
vkd3d-shader/fx: Decompose function-style state assignments to individual states.
vkd3d-shader/fx: Handle SetRasterizerState().
vkd3d-shader/hlsl: Add parser support for ComputeShader, DomainShader, and HullShader types.
vkd3d-shader/fx: Fix state block entry array shifting when decomposing.
vkd3d-shader/fx: Add support for SetDomainShader(), SetComputeShader(), and SetHullShader() states.
vkd3d-shader/fx: Handle "Texture" field of the sampler state objects.
vkd3d-shader/fx: Use more descriptive names for FX-specific types.
vkd3d-shader/fx: Add an array size field to the states description table.
vkd3d-shader/fx: Add support for the OMSetRenderTargets() state.
vkd3d-shader/hlsl: Add parser support for GeometryShader type.
vkd3d-shader/fx: Check destination array index when checking for duplicate state entries.
vkd3d-shader/hlsl: Add parser support for BlendState type.
vkd3d-shader/fx: Enable writing BlendState variables.
vkd3d-shader/fx: Run full set of constants passes on state block entries values.
vkd3d-shader/fx: Handle states of a BlendState object.
vkd3d-shader/fx: Explicitly handle bool values in state entries.
vkd3d-shader/fx: Turn assignments to arrays to element assignments for certain states.
vkd3d-shader/hlsl: Check MS texture declaration without sample count only for used variables.
vkd3d-shader/hlsl: Handle NULL constants.
vkd3d-shader/hlsl: Add a test for assigning to DSV and RTV variables.
vkd3d-shader/hlsl: Tokenize 'String' the same as 'string'.
vkd3d-shader/hlsl: Treat "string" type name as case-insensitive.
vkd3d-shader/fx: Enable writing string objects for fx_4+.
vkd3d-shader/fx: Support string annotations for fx_4+.
vkd3d-shader/fx: Handle SetBlendState().
vkd3d-shader/fx: Handle SetPixelShader() and SetVertexShader().
vkd3d-shader/hlsl: Adjust NULL type properties to make it usable in transformations.
vkd3d-shader/fx: Support NULL constants for object fields.
vkd3d-shader/fx: Resolve NULL values for SamplerState.Texture field.
vkd3d: Fix a few typos in the comments.
vkd3d-shader/glsl: Fix a typo in a few messages.
include: Fix a few typos in the IDL files.
vkd3d-shader/fx: Fix the matrix type class for fx_2_0.
Petrichor Park (5):
vkd3d-shader/hlsl: Implement the faceforward() intrinsic.
vkd3d-shader/hlsl: Implement tests for the rcp() intrinsic.
vkd3d-shader/hlsl: Implement the rcp() intrinisic.
vkd3d-shader/tpf: Implmenent HLSL_OP1_RCP.
vkd3d-shader/hlsl: Factor out add_binary_expr() and use it for assignment operators.
Shaun Ren (6):
vkd3d-shader/ir: Lower SM1 SINCOS to SM4 SINCOS.
vkd3d-shader/hlsl: Implement sin/cos for SM1.
vkd3d-shader/d3dbc: Implement HLSL_OP3_MAD for SM1.
vkd3d-shader/hlsl: Allocate registers for HLSL_OP1_{COS,SIN}_REDUCED with the required writemasks.
vkd3d-shader/d3dbc: Implement HLSL_OP1_{COS,SIN}_REDUCED for SM1.
vkd3d-shader/hlsl: Support default values for function parameters.
Stefan Dösinger (2):
include: Get rid of the RB_FOR_EACH* macros.
vkd3d: Pass a proper struct shader_cache_key * to rb_put() in vkd3d_shader_cache_add_entry().
Victor Chiletto (20):
tests: Add more register reservations tests.
vkd3d-shader/hlsl: Support expressions as register offsets.
vkd3d-shader/hlsl: Pass a pointer to struct hlsl_reg_reservation in parse_reservation_index.
vkd3d-shader/hlsl: Ignore bracket offsets for 'b' register types prior to SM 5.1.
vkd3d-shader/hlsl: Do not immediately fail parsing for malformed 'b' register reservations.
vkd3d-shader/hlsl: Validate cbuffer register allocations.
vkd3d-shader/hlsl: Reserve register slots for unused buffers.
tests: Add reflection tests for register expressions.
vkd3d-shader/d3dbc: Fix implicit enum conversion warning.
tests/hlsl: Add a test for dynamically indexed multisampled texture loads.
vkd3d-shader/hlsl: Use a switch in validate_static_object_references().
vkd3d-shader/hlsl: Defer bounds checks to after copy propagation.
vkd3d-shader/hlsl: Pull evaluate_static_expression_as_uint() upwards.
vkd3d-shader/hlsl: Parse loop and unroll loop attributes.
vkd3d-shader/hlsl: Allow cloned blocks to contain external references.
vkd3d-shader/hlsl: Implement loop unrolling.
tests/hlsl: Test loop unrolling edge cases.
vkd3d-shader/hlsl: Implement the asint() intrinsic.
vkd3d-shader/hlsl: Push a new scope when compiling internal functions.
vkd3d-shader/hlsl: Implement f16tof32 intrinsic.
Yuxuan Shui (2):
tests: Pass the correct buffer size to vsnprintf() in vkd3d_test_push_context().
vkd3d-shader/hlsl: Implement storing to a swizzled matrix.
```
- Symbol D3D12CreateDevice is mistakenly not exported in release 1.7,
breaking library clients that need it. The symbol is exported again
in release 1.7.1.

14
AUTHORS
View File

@@ -1,9 +1,6 @@
Akihiro Sagawa
Alexandre Julliard
Alistair Leslie-Hughes
Andrew Eikum
Andrey Gusev
Anna (navi) Figueiredo Gomes
Atharva Nimbalkar
Biswapriyo Nath
Brendan Shanks
@@ -11,33 +8,24 @@ Chip Davis
Conor McCarthy
David Gow
Derek Lesho
Elizabeth Figura
Ethan Lee
Evan Tang
Fabian Maurer
Florian Weimer
Francisco Casas
Francois Gouget
Giovanni Mascellani
Hans-Kristian Arntzen
Henri Verbeet
Isabella Bosia
Jacek Caban
Jactry Zeng
Jan Sikorski
Joshua Ashton
Józef Kucia
Martin Storsjö
Matteo Bruni
Nikolay Sivov
Petrichor Park
Philip Rebohle
Rémi Bernon
Robin Kertels
Shaun Ren
Stefan Dösinger
Sven Hesse
Victor Chiletto
Vinson Lee
Yuxuan Shui
Zebediah Figura
Zhiyi Zhang

View File

@@ -1,4 +1,4 @@
Copyright 2016-2024 the Vkd3d project authors (see the file AUTHORS for a
Copyright 2016-2023 the Vkd3d project authors (see the file AUTHORS for a
complete list)
Vkd3d is free software; you can redistribute it and/or modify it under

File diff suppressed because it is too large Load Diff

View File

@@ -8,9 +8,6 @@ OUTPUT_DIRECTORY = doc
JAVADOC_AUTOBRIEF = YES
OPTIMIZE_OUTPUT_FOR_C = YES
EXTRACT_STATIC = YES
QUIET = YES
WARN_IF_UNDOCUMENTED = NO
LATEX_BATCHMODE = YES
INPUT = @srcdir@/include/vkd3d.h \
@srcdir@/include/vkd3d_shader.h \

File diff suppressed because it is too large Load Diff

90
README
View File

@@ -9,14 +9,14 @@ similar, but not identical, to Direct3D 12.
Building vkd3d
==============
Vkd3d depends on SPIRV-Headers and Vulkan-Headers (>= 1.3.228).
Vkd3d depends on SPIRV-Headers and Vulkan-Headers (>= 1.2.139).
Vkd3d generates some of its headers from IDL files. If you are using the
release tarballs, then these headers are pre-generated and are included. If
you are building from git, then they will be generated at build-time using
widl. By default, vkd3d will use the widl found in `PATH'. If widl is not
available or is not recent (>= 3.21), then you can build Wine with `make
tools/widl/widl' to avoid building all of Wine. You can then point vkd3d's
available or is not recent (>= 3.20), then you can build Wine with `make
tools/widl' to avoid building all of Wine. You can then point vkd3d's
configure at that widl binary with `WIDL="/path/to/widl"'.
For release builds, you may want to define NDEBUG. If you do not need debug log
@@ -47,8 +47,8 @@ commas or semicolons.
* NO_COLOR - this is an alias of NO_COLOUR.
* NO_COLOUR - when set, vkd3d-compiler and vkd3d-dxbc will default to
monochrome output, even when the output supports colour.
* NO_COLOUR - when set, vkd3d-compiler will default to monochrome output,
even when the output supports colour.
* VKD3D_CONFIG - a list of options that change the behavior of libvkd3d.
* virtual_heaps - Create descriptors for each D3D12 root signature
@@ -65,11 +65,6 @@ commas or semicolons.
* VKD3D_DISABLE_EXTENSIONS - a list of Vulkan extensions that libvkd3d should
not use even if available.
* VKD3D_SHADER_CONFIG - a list of options that change the behavior of
libvkd3d-shader.
* force_validation - Enable (additional) validation of libvkd3d-shader's
internal representation of shaders.
* VKD3D_SHADER_DEBUG - controls the debug level for log messages produced by
libvkd3d-shader. See VKD3D_DEBUG for accepted values.
@@ -78,10 +73,6 @@ commas or semicolons.
* VKD3D_TEST_DEBUG - enables additional debug messages in tests. Set to 0, 1
or 2.
* VKD3D_TEST_DETAILED - enables printing detailed output when running the test
suite, reporting specific shader_test lines that trigger XFAIL and SKIP even
on tests that overall PASS. Set to 0, or 1.
* VKD3D_TEST_FILTER - a filter string. Only the tests whose names matches the
filter string will be run, e.g. VKD3D_TEST_FILTER=clear_render_target.
Useful for debugging or developing new tests.
@@ -90,75 +81,4 @@ commas or semicolons.
platform controls the behavior of todo(), todo_if(), bug_if() and broken()
conditions in tests.
* VKD3D_TEST_SKIP_DXC - when set, tests requiring the dxcompiler library will
be skipped.
* VKD3D_TEST_BUG - set to 0 to disable bug_if() conditions in tests.
If the configuration defines 'DXCOMPILER_LIBS=-L/path/to/dxcompiler', Shader
Runner attempts to load libdxcompiler.so or dxcompiler.dll to compile test
shaders in Shader Model 6. LD_LIBRARY_PATH (linux), WINEPATH (wine) or PATH
(native windows) should include the location of dxcompiler if SM 6 shader
tests are desired. If dxcompiler is not found, Shader Runner will compile the
test shaders only in earlier shader models. The DXC source does not contain
code for adding DXBC checksums, so the official release should be installed
from:
https://github.com/microsoft/DirectXShaderCompiler/releases
================
Developing vkd3d
================
Development of vkd3d happens on the Wine GitLab instance
(https://gitlab.winehq.org/wine/vkd3d/). Contributors are encouraged
to submit their patches using the merge request tool.
Each merge request is automatically tested with the GitLab CI
system. See gitlab/README in the Git tree for more details.
============================
Testing with the Agility SDK
============================
Traditionally Microsoft have released the Direct3D 12 development files,
including the debug layer runtime, as part of the larger Windows SDK.
In 2021 the DirectX 12 Agility SDK was introduced, which may be updated
independently of the Windows SDK. If you plan to run the vkd3d
crosstests with Microsoft's debug layer you might want to get it from
the Agility SDK, both because it's probably going to be more up-to-date
and because the Agility SDK is a couple dozens of megabytes versus the
gigabytes of the Windows SDK.
In order to build the vkd3d crosstests with Agility SDK support, follow
these steps:
* The Agility SDK is distributed at [1]: select your preferred
version (likely the most recent one) and note the number in column
D3D12SDKVersion, which you're going to need later.
[1] https://devblogs.microsoft.com/directx/directx12agility/
* You also need to enable the "Graphics Tools" optional feature in Windows.
Open the "Settings" applications, then look for "Apps", "Optional features",
"View features" and install "Graphics Tools".
* Configure vkd3d with something like:
'CROSSCC64="x86_64-w64-mingw32-gcc -DVKD3D_AGILITY_SDK_VERSION=<version>"',
as well as the equivalent CROSSCC32 variable for the 32-bit
crosstests. You'll have to replace '<version>' with the
D3D12SDKVersion number you noted above. Then build the crosstests
with 'make crosstest' as usual.
* Download the Agility SDK NuGet package, which is essentially a ZIP
file with a .nupkg extension. Extract d3d12core.dll and
d3d12sdklayers.dll for your architecture, and put them in the
directory containing the crosstest executables.
* Now you can run the crosstests, possibly with arguments
'--validate' and '--gbv' to enable the debug layers. They will use
the runtime from the Agility SDK.
* It's also possible to use '-DVKD3D_AGILITY_SDK_PATH=/path/to/sdk/' to
specify the directory to load the Agility SDK DLLs from at runtime.
If relative, the path is intended to be relative to the executable
path. If unspecified the path defaults to './'.

View File

@@ -1,5 +1,5 @@
AC_PREREQ([2.69])
AC_INIT([vkd3d],[1.13])
AC_INIT([vkd3d],[1.7.1])
AC_CONFIG_AUX_DIR([bin])
AC_CONFIG_MACRO_DIR([m4])
@@ -9,7 +9,6 @@ AC_ARG_VAR([WIDL], [widl IDL compiler])
AC_ARG_VAR([CROSSCC32], [32-bit Windows cross compiler])
AC_ARG_VAR([CROSSCC64], [64-bit Windows cross compiler])
AC_ARG_WITH([ncurses], AS_HELP_STRING([--with-ncurses], [Build with the ncurses library (default: test)]))
AC_ARG_WITH([opengl], AS_HELP_STRING([--with-opengl], [Build with the OpenGL library (default: test)]))
AC_ARG_WITH([spirv-tools], AS_HELP_STRING([--with-spirv-tools],
[Build with SPIRV-Tools library (default: disabled)]))
AC_ARG_WITH([xcb], AS_HELP_STRING([--with-xcb], [Build with XCB library (default: test)]))
@@ -28,7 +27,7 @@ AC_PROG_CC
AM_PROG_CC_C_O
AC_PROG_SED
AC_PROG_MKDIR_P
VKD3D_PROG_WIDL(3, 21)
VKD3D_PROG_WIDL(3, 20)
AS_IF([test "x$WIDL" = "xno"], [AC_MSG_WARN([widl is required to build header files.])])
AC_CHECK_PROGS([FLEX], [flex], [none])
@@ -55,23 +54,16 @@ gl_LD_VERSION_SCRIPT
dnl Check compiler specific flags
AC_SUBST([VKD3D_CFLAGS])
AS_IF([test "x${GCC}" = "xyes"],
[VKD3D_CFLAGS="-Wall -pipe -D_WIN32_WINNT=0x0600"
[VKD3D_CFLAGS="-Wall -pipe"
VKD3D_CHECK_CFLAGS([-std=c99])
VKD3D_CHECK_CFLAGS([-flto=auto])
VKD3D_CHECK_CFLAGS([-fvisibility=hidden])
VKD3D_CHECK_CFLAGS([-Wdeclaration-after-statement])
VKD3D_CHECK_CFLAGS([-Wempty-body])
VKD3D_CHECK_CFLAGS([-Wenum-conversion])
VKD3D_CHECK_CFLAGS([-Wimplicit-fallthrough])
VKD3D_CHECK_CFLAGS([-Winit-self])
VKD3D_CHECK_CFLAGS([-Wmissing-prototypes])
VKD3D_CHECK_CFLAGS([-Wpointer-arith])
VKD3D_CHECK_CFLAGS([-Wshadow])
VKD3D_CHECK_CFLAGS([-Wshift-overflow=2])
VKD3D_CHECK_CFLAGS([-Wtype-limits])
VKD3D_CHECK_CFLAGS([-Wunused-but-set-parameter])
VKD3D_CHECK_CFLAGS([-Wvla])
VKD3D_CHECK_CFLAGS([-Wwrite-strings])
VKD3D_CHECK_CFLAGS([-Wpointer-arith])
VKD3D_CHECK_CFLAGS([-Wl,--no-undefined])])
dnl Check for cross compilers
@@ -91,7 +83,7 @@ AS_IF([test "x$ac_cv_header_spirv_unified1_GLSL_std_450_h" != "xyes" \
-a "x$ac_cv_header_vulkan_GLSL_std_450_h" != "xyes"],
[AC_MSG_ERROR([GLSL.std.450.h not found.])])
VKD3D_CHECK_VULKAN_HEADER_VERSION([228], [AC_MSG_ERROR([Vulkan headers are too old, 1.3.228 is required.])])
VKD3D_CHECK_VULKAN_HEADER_VERSION([139], [AC_MSG_ERROR([Vulkan headers are too old, 1.2.139 is required.])])
AC_CHECK_DECL([SpvCapabilityDemoteToHelperInvocationEXT],, [AC_MSG_ERROR([SPIR-V headers are too old.])], [
#ifdef HAVE_SPIRV_UNIFIED1_SPIRV_H
@@ -128,20 +120,10 @@ AS_IF([test "x$SONAME_LIBVULKAN" = "x"],
[VKD3D_CHECK_VULKAN],
[AC_DEFINE_UNQUOTED([SONAME_LIBVULKAN],["$SONAME_LIBVULKAN"],[Define to the shared object name of the Vulkan library.])])
AC_ARG_VAR([SONAME_LIBDXCOMPILER], [shared object name for the dxcompiler library])
AC_ARG_VAR([DXCOMPILER_LIBS], [linker flags for the dxcompiler library])
AS_IF([test "x$SONAME_LIBDXCOMPILER" = "x"],
[VKD3D_CHECK_SONAME([dxcompiler], [DxcCreateInstance], [HAVE_DXCOMPILER=yes], [HAVE_DXCOMPILER=no], [$DXCOMPILER_LIBS])],
[AC_DEFINE_UNQUOTED([SONAME_LIBDXCOMPILER],["$SONAME_LIBDXCOMPILER"],[Define to the shared object name of the dxcompiler library.])])
AS_IF([test "x$with_ncurses" != "xno"],
[PKG_CHECK_MODULES([NCURSES], [ncurses],
[AC_DEFINE([HAVE_NCURSES], [1], [Define to 1 if you have ncurses.]) with_ncurses=yes],
[with_ncurses=no])])
AS_IF([test "x$with_opengl" != "xno"],
[PKG_CHECK_MODULES([OPENGL], [egl opengl],
[AC_DEFINE([HAVE_OPENGL], [1], [Define to 1 if you have OpenGL.]) with_opengl=yes],
[with_opengl=no])])
AS_IF([test "x$with_spirv_tools" = "xyes"],
[PKG_CHECK_MODULES([SPIRV_TOOLS], [SPIRV-Tools-shared],
[AC_DEFINE([HAVE_SPIRV_TOOLS], [1], [Define to 1 if you have SPIRV-Tools.])])],
@@ -159,9 +141,7 @@ VKD3D_CHECK_FUNC([HAVE_BUILTIN_CLZ], [__builtin_clz], [__builtin_clz(0)])
VKD3D_CHECK_FUNC([HAVE_BUILTIN_POPCOUNT], [__builtin_popcount], [__builtin_popcount(0)])
VKD3D_CHECK_FUNC([HAVE_BUILTIN_ADD_OVERFLOW], [__builtin_add_overflow], [__builtin_add_overflow(0, 0, (int *)0)])
VKD3D_CHECK_FUNC([HAVE_SYNC_ADD_AND_FETCH], [__sync_add_and_fetch], [__sync_add_and_fetch((int *)0, 0)])
VKD3D_CHECK_FUNC([HAVE_SYNC_BOOL_COMPARE_AND_SWAP], [__sync_bool_compare_and_swap], [__sync_bool_compare_and_swap((int *)0, 0, 0)])
VKD3D_CHECK_FUNC([HAVE_ATOMIC_EXCHANGE_N], [__atomic_exchange_n], [__atomic_exchange_n((int *)0, 0, 0)])
AC_CHECK_FUNCS([gettid])
VKD3D_CHECK_FUNC([HAVE_SYNC_SUB_AND_FETCH], [__sync_sub_and_fetch], [__sync_sub_and_fetch((int *)0, 0)])
dnl Makefiles
case $host_os in
@@ -198,10 +178,8 @@ AS_ECHO(["
widl: ${WIDL}
Have ncurses: ${with_ncurses}
Have OpenGL: ${with_opengl}
Have SPIRV-Tools: ${with_spirv_tools}
Have xcb: ${HAVE_XCB}
Have dxcompiler: ${HAVE_DXCOMPILER}
Building demos: ${enable_demos}
Building tests: ${enable_tests}

View File

@@ -19,7 +19,7 @@
#define VK_NO_PROTOTYPES
#define VK_USE_PLATFORM_XCB_KHR
#define VKD3D_UTILS_API_VERSION VKD3D_API_VERSION_1_13
#define VKD3D_UTILS_API_VERSION VKD3D_API_VERSION_1_7
#include "config.h"
#include <vkd3d.h>
#include <vkd3d_utils.h>
@@ -113,9 +113,6 @@ struct demo_swapchain
VkDevice vk_device;
ID3D12CommandQueue *command_queue;
ID3D12Fence *present_fence;
unsigned long long present_count;
uint32_t current_buffer;
unsigned int buffer_count;
ID3D12Resource *buffers[1];
@@ -532,17 +529,6 @@ static inline struct demo_swapchain *demo_swapchain_create(ID3D12CommandQueue *c
}
swapchain->buffer_count = image_count;
free(vk_images);
if (FAILED(ID3D12Device_CreateFence(d3d12_device, 0, 0, &IID_ID3D12Fence, (void **)&swapchain->present_fence)))
{
for (i = 0; i < image_count; ++i)
{
ID3D12Resource_Release(swapchain->buffers[i]);
}
free(swapchain);
goto fail;
}
swapchain->present_count = 0;
ID3D12Device_Release(d3d12_device);
ID3D12CommandQueue_AddRef(swapchain->command_queue = command_queue);
@@ -588,12 +574,6 @@ static inline void demo_swapchain_present(struct demo_swapchain *swapchain)
present_desc.pImageIndices = &swapchain->current_buffer;
present_desc.pResults = NULL;
/* Synchronize vkd3d_acquire_vk_queue() with the Direct3D 12 work
* already submitted to the command queue. */
++swapchain->present_count;
ID3D12CommandQueue_Signal(swapchain->command_queue, swapchain->present_fence, swapchain->present_count);
ID3D12Fence_SetEventOnCompletion(swapchain->present_fence, swapchain->present_count, NULL);
vk_queue = vkd3d_acquire_vk_queue(swapchain->command_queue);
vkQueuePresentKHR(vk_queue, &present_desc);
vkd3d_release_vk_queue(swapchain->command_queue);
@@ -609,7 +589,6 @@ static inline void demo_swapchain_destroy(struct demo_swapchain *swapchain)
unsigned int i;
ID3D12CommandQueue_Release(swapchain->command_queue);
ID3D12Fence_Release(swapchain->present_fence);
for (i = 0; i < swapchain->buffer_count; ++i)
{
ID3D12Resource_Release(swapchain->buffers[i]);

View File

@@ -888,9 +888,6 @@ static int cxg_main(void)
}
#ifdef _WIN32
/* Do not trigger -Wmissing-prototypes. */
int wmain(void);
int wmain(void)
#else
int main(void)

View File

@@ -401,9 +401,6 @@ static int cxt_main(void)
}
#ifdef _WIN32
/* Do not trigger -Wmissing-prototypes. */
int wmain(void);
int wmain(void)
#else
int main(void)

View File

@@ -1,79 +0,0 @@
=====================
vkd3d testing scripts
=====================
These scripts are used by the GitLab CI feature to automatically run
the vkd3d tests on each merge request.
The CI target image-linux, in the file image.yml, builds a Docker
image based on Debian bookworm with all the packages required for
testing, and uploads it to the GitLab container registry. The Docker
script is in the file image.docker. Most of the dependencies are
installed directly from the Debian repositories, with a few
exceptions:
* widl is compiled from Wine sources, because installing it from the
Debian repositories would carry all the rest of Wine and make the
Docker image quite larger;
* SPIRV-Tools are recompiled from sources, because the packages in
Debian do not ship shared objects and are not multiarch-compatible;
in order to make the packages multiarch-compatible, the utilities
are dropped (they're not used by the CI anyway);
* llvmpipe from Mesa 24.0.1 is compiled (in addition to version
22.3.6 available in Debian bookworm), because some Vulkan features
required by vkd3d are not available in Mesa 22.3.6.
The file build.yml contains the actual testing targets. Currently
vkd3d is tested on Linux, on x86-64 and i386, each architecture with
two different Vulkan drivers (both from Mesa): llvmpipe (a software
implementation) and RADV (a hardware implementation backed by an AMD
GPU). vkd3d is also tested on macOS, with an Intel processor, using
MoltenVK as the Vulkan driver. The llvmpipe and macOS jobs are
currently allowed to fail.
Additionally, MinGW is used to build PE binaries for both vkd3d and
its crosstests, for both 32 and 64 bit. The PE crosstests are executed
on Windows 10 to check that behavior imposed by the tests corresponds
to Microsoft's D3D12 implementation. The rendering backend is
currently Window's WARP software implementation.
The testing logs are available as CI artifacts, as well as the PE
modules built by the crosstest and MinGW jobs.
Some custom runner configuration is required in order to run the tests
on an AMD GPU. Specifically, a runner tagged with `amd-gpu' must be
available with the following features:
* of course a sufficiently recent AMD GPU must be available to the
host;
* the host kernel must have the appropriate driver and firmware
installed;
* the runner must forward the DRI nodes to the guest; this can be
configured by adding the line
devices = ["/dev/dri"]
to the relevant [runners.docker] section in the config.toml file;
* the DRI render nodes must be readable and writable by GID 800,
either because they belong to that group (e.g. because the group
`render', which typically owns those files, has GID 800) or via a
FS ACL; such stipulation is needed because in Debian group `render'
is created dynamically, therefore has no predictable GID: the use
of a fixed GID enables the guest system to be set up so that the
user running the tests can access the render nodes.
A runner on an Intel macOS system tagged with `mac' must also be
available to run the macOS tests. Unfortunately a system like Docker
is not available in this case to provide an isolated standard
environment for running the tests. All the software required to
compile and run the tests will therefore have to be installed directly
on the host system. Complete instructions to setup the macOS are
currently not available.
Finally, a runner tagged with `win10-21h2' must be available and
submit jobs to a Windows 10 virtual machine.

View File

@@ -1,28 +0,0 @@
#!/bin/bash
COMMIT=$(printf '%03d-%s' $(git cherry $CI_MERGE_REQUEST_DIFF_BASE_SHA HEAD^ | wc -l) $(git rev-parse --short HEAD))
echo -e "\e[0Ksection_start:`date +%s`:commit_$COMMIT\r\e[0KBuilding commit $COMMIT"
set -Eeuxo pipefail
# Building with -Wno-array-bounds because MinGW headers currently emit
# a lot of those
./autogen.sh
rm -fr build
mkdir build
cd build
../configure CROSSCC64="x86_64-w64-mingw32-gcc -Wno-array-bounds -Werror" CROSSCC32="i686-w64-mingw32-gcc -Wno-array-bounds -Werror" && \
make -j$(nproc) crosstest || \
touch ../pipeline_failed
mkdir -p ../artifacts/$COMMIT
rsync -Rr config.log tests/*.txt tests/*.exe ../artifacts/$COMMIT || true
# Make the driver easily available to the Windows CI job
cp tests/driver.cross64.exe ../artifacts
git reset --hard
echo -e "\e[0Ksection_end:`date +%s`:commit_$COMMIT\r\e[0K"

View File

@@ -1,30 +0,0 @@
#!/bin/bash
COMMIT=$(printf '%03d-%s' $(git cherry $CI_MERGE_REQUEST_DIFF_BASE_SHA HEAD^ | wc -l) $(git rev-parse --short HEAD))
echo -e "\e[0Ksection_start:`date +%s`:commit_$COMMIT\r\e[0KBuilding commit $COMMIT"
set -Eeuxo pipefail
./autogen.sh
rm -fr build
mkdir build
cd build
export LD_LIBRARY_PATH="/usr/local/lib:${LD_LIBRARY_PATH-}"
if ../configure --enable-demos --with-spirv-tools DXCOMPILER_LIBS="-L/usr/local/lib" CFLAGS="-g -O2 -Werror" \
CPPFLAGS="-DVKD3D_SHADER_UNSUPPORTED_DXIL -DVKD3D_SHADER_UNSUPPORTED_GLSL -DVKD3D_ABORT_ON_ERR" && \
make -j$(nproc) ; then
make -j$(nproc) AM_COLOR_TESTS=always check || \
touch ../tests_failed
else
touch ../build_failed
fi
cat tests/d3d12.log | grep -E 'd3d12: [0-9]+ tests executed' || true
mkdir -p ../artifacts/$COMMIT
rsync -Rr config.log doc/* test-suite.log tests/*.log tests/*/*.log ../artifacts/$COMMIT || true
git reset --hard
echo -e "\e[0Ksection_end:`date +%s`:commit_$COMMIT\r\e[0K"

View File

@@ -1,30 +0,0 @@
#!/bin/bash
COMMIT=$(printf '%03d-%s' $(git cherry $CI_MERGE_REQUEST_DIFF_BASE_SHA HEAD^ | wc -l) $(git rev-parse --short HEAD))
echo -e "\033[0Ksection_start:`date +%s`:commit_$COMMIT\r\033[0KBuilding commit $COMMIT"
set -Eeuxo pipefail
./autogen.sh
rm -fr build
mkdir build
cd build
if ../configure CFLAGS="-I/opt/homebrew/opt/vulkan-headers/include -I/opt/homebrew/opt/spirv-headers/include -g -O2 -Wno-implicit-fallthrough -Wno-ignored-attributes -Wno-unknown-attributes -Wno-unused-but-set-variable -Werror" \
CPPFLAGS="-DVKD3D_ABORT_ON_ERR" \
VULKAN_LIBS=-L/opt/homebrew/opt/vulkan-loader/lib --with-spirv-tools && \
make -j$(sysctl -n hw.ncpu) ; then
make -j$(sysctl -n hw.ncpu) AM_COLOR_TESTS=always check || \
touch ../tests_failed
else
touch ../build_failed
fi
cat tests/d3d12.log | grep -E 'd3d12: [0-9]+ tests executed' || true
mkdir -p ../artifacts/$COMMIT
rsync -Rr config.log test-suite.log tests/*.log tests/*/*.log ../artifacts/$COMMIT || true
git reset --hard
echo -e "\033[0Ksection_end:`date +%s`:commit_$COMMIT\r\033[0K"

View File

@@ -1,28 +0,0 @@
#!/bin/bash
COMMIT=$(printf '%03d-%s' $(git cherry $CI_MERGE_REQUEST_DIFF_BASE_SHA HEAD^ | wc -l) $(git rev-parse --short HEAD))
echo -e "\e[0Ksection_start:`date +%s`:commit_$COMMIT\r\e[0KBuilding commit $COMMIT"
set -Eeuxo pipefail
./autogen.sh
rm -fr build
mkdir build
cd build
mkdir vulkan-headers
cp -r /usr/include/vulkan /usr/include/vk_video /usr/include/spirv vulkan-headers
../configure --enable-demos --disable-doxygen-doc --without-ncurses --host=$HOST \
SONAME_LIBVULKAN="vulkan-1.dll" CPPFLAGS="-I$PWD/vulkan-headers -DVKD3D_ABORT_ON_ERR" \
CFLAGS="-g -O2 -Wno-array-bounds -Werror" LDFLAGS="-static-libgcc" && \
make -j$(nproc) && \
make -j$(nproc) install DESTDIR="$PWD/destdir" || \
touch ../pipeline_failed
mkdir -p ../artifacts/$COMMIT
cp config.log ../artifacts/$COMMIT || true
cp destdir/usr/local/bin/* ../artifacts/$COMMIT || true
git reset --hard
echo -e "\e[0Ksection_end:`date +%s`:commit_$COMMIT\r\e[0K"

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