mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
Direct3D to Vulkan translation library
f5bfa728eb
Default value initializers behave differently than regular initializers for matrices on SM4 profiles. While regular initializers assign the rhs elements in reading-order (completing one row at the time), default initializers assing the rhs elements in Chinese reading-order (completing one column at the time). So after lowering a default value to a constant, the index of the component to which this default value is stored is computed to meet this expectation. This can be done because the default values. For reference, compiling this shader: row_major int2x3 m = {1, 2, 3, 4, 5, 6}; float4 main() : sv_target { return float4(m[0][0], 99, 99, 99); } gives the following buffer definition: // cbuffer $Globals // { // // row_major int2x3 m; // Offset: 0 Size: 28 // = 0x00000001 0x00000003 0x00000005 0x00000000 // 0x00000002 0x00000004 0x00000006 // // } Given that the matrix is column-major, m's default value is actually {{1, 3, 5}, {2, 4, 6}}, unlike the {{1, 2, 3}, {4, 5, 6}} one would expect in a regular initializer. SM1 profiles assign the elements in regular reading order. |
||
---|---|---|
bin | ||
crosslibs | ||
demos | ||
gitlab | ||
include | ||
libs | ||
m4 | ||
programs | ||
tests | ||
.gitignore | ||
.gitlab-ci.yml | ||
.mailmap | ||
ANNOUNCE | ||
AUTHORS | ||
autogen.sh | ||
ChangeLog.md | ||
configure.ac | ||
COPYING | ||
Doxyfile.in | ||
INSTALL | ||
LICENSE | ||
Makefile.am | ||
README |
============================= 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). 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 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 messages, you may also consider VKD3D_NO_TRACE_MESSAGES and VKD3D_NO_DEBUG_MESSAGES. For example, you can pass `CPPFLAGS="-DNDEBUG -DVKD3D_NO_TRACE_MESSAGES"' to configure. =========== Using vkd3d =========== Vkd3d can be used by projects that target Direct3D 12 as a drop-in replacement at build-time with some modest source modifications. If vkd3d is available when building Wine, then Wine will use it to support Direct3D 12 applications. ===================== Environment variables ===================== Most of the environment variables used by vkd3d are for debugging purposes. The environment variables are not considered a part of API and might be changed or removed in the future versions of vkd3d. Some of debug variables are lists of elements. Elements must be separated by 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. * VKD3D_CONFIG - a list of options that change the behavior of libvkd3d. * virtual_heaps - Create descriptors for each D3D12 root signature descriptor range instead of entire descriptor heaps. Useful when push constant or bound descriptor limits are exceeded. * vk_debug - enables Vulkan debug extensions. * VKD3D_DEBUG - controls the debug level for log messages produced by libvkd3d. Accepts the following values: none, err, fixme, warn, trace. * VKD3D_VULKAN_DEVICE - a zero-based device index. Use to force the selected Vulkan device. * 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. * VKD3D_SHADER_DUMP_PATH - path where shader bytecode is dumped. * VKD3D_TEST_DEBUG - enables additional debug messages in tests. Set to 0, 1 or 2. * 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. * VKD3D_TEST_PLATFORM - can be set to "wine", "windows" or "other". The test 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.