Francisco Casas 4b5c7e3721 vkd3d-shader/d3dbc: Implement casts from ints to floats as a MOV.
For temporary registers, SM1-SM3 integer types are internally
represented as floating point, so, in order to perform a cast
from ints to floats we need a mere MOV.

For constant integer registers "iN" there is no operation for casting
from a floating point register to them. For address registers "aN", and
the loop counting register "aL", vertex shaders have the "mova" operation
but we haven't used these registers in any way yet.

We probably would want to introduce these as synthetic variables
allocated in a special register set. In that case we have to remember to
use MOVA instead of MOV in the store operations, but they shouldn't be src
or dst of CAST operations.

Regarding constant integer registers, in some shaders, constants are
expected to be received formatted as an integer, such as:

    int m;
    float4 main() : sv_target
    {
        float4 res = {0, 0, 0, 0};

        for (int k = 0; k < m; ++k)
            res += k;
        return res;
    }

which compiles as:

    // Registers:
    //
    //   Name         Reg   Size
    //   ------------ ----- ----
    //   m            i0       1
    //

    ps_3_0
    def c0, 0, 1, 0, 0
    mov r0, c0.x
    mov r1.x, c0.x
    rep i0
      add r0, r0, r1.x
      add r1.x, r1.x, c0.y
    endrep
    mov oC0, r0

but this only happens if the integer constant is used directly in an
instruction that needs it, and as I said there is no instruction that
allows converting them to a float representation.

Notice how a more complex shader, that performs operations with this
integer variable "m":

    int m;
    float4 main() : sv_target
    {
        float4 res = {0, 0, 0, 0};

        for (int k = 0; k < m * m; ++k)
            res += k;
        return res;
    }

gives the following output:

    // Registers:
    //
    //   Name         Reg   Size
    //   ------------ ----- ----
    //   m            c0       1
    //

    ps_3_0
    def c1, 0, 0, 1, 0
    defi i0, 255, 0, 0, 0
    mul r0.x, c0.x, c0.x
    mov r1, c1.y
    mov r0.y, c1.y
    rep i0
      mov r0.z, r0.x
      break_ge r0.y, r0.z
      add r1, r0.y, r1
      add r0.y, r0.y, c1.z
    endrep
    mov oC0, r1

Meaning that the uniform "m" is just stored as a floating point in
"c0", the constant integer register "i0" is just set to 255 (hoping
it is a high enough value) using "defi", and the "break_ge"
involving c0 is used to break from the loop.

We could potentially use this approach to implement loops from SM3
without expecting the variables being received as constant integer
registers.

According to the D3D documentation, for SM1-SM3 constant integer
registers are only used by the 'loop' and 'rep' instructions.
2024-02-15 23:29:37 +01:00
2016-09-21 09:05:15 +02:00
2016-10-24 13:57:04 +02:00
2023-12-06 15:31:21 +01:00
2024-02-15 23:29:33 +01:00
2023-10-31 21:58:51 +01:00
2023-12-06 15:31:21 +01:00
2023-12-06 15:31:21 +01:00
2016-09-21 09:05:15 +02:00
2023-03-24 11:22:28 +01:00
2016-10-28 12:34:12 +02:00
2017-06-16 22:11:21 +02:00

=============================
The vkd3d 3D Graphics Library
=============================

Vkd3d is a 3D graphics library built on top of Vulkan. It has an API very
similar, but not identical, to Direct3D 12.

==============
Building vkd3d
==============

Vkd3d depends on SPIRV-Headers and Vulkan-Headers (>= 1.3.228).

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===========
Using vkd3d
===========

Vkd3d can be used by projects that target Direct3D 12 as a drop-in replacement
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If vkd3d is available when building Wine, then Wine will use it to support
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=====================
Environment variables
=====================

Most of the environment variables used by vkd3d are for debugging purposes. The
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Some of debug variables are lists of elements. Elements must be separated by
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 * NO_COLOR - this is an alias of NO_COLOUR.

 * NO_COLOUR - when set, vkd3d-compiler and vkd3d-dxbc will default to
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 * VKD3D_CONFIG - a list of options that change the behavior of libvkd3d.
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 * VKD3D_DEBUG - controls the debug level for log messages produced by
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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
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================
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================

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Description
Direct3D to Vulkan translation library
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