Joshua Ashton
f42000c4e8
Add link to upstream
2020-07-05 16:47:23 +01:00
Joshua Ashton
10f7ec4ad8
build: Remove -Wno-incompatible-pointer-types
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No longer needed with recent changes.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-03 16:56:10 +02:00
Joshua Ashton
19c910904b
vkd3d-shader: Use uint32 for immediate constants
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DWORD and uint32_t are different types on Windows.
Fixes warnings.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-03 16:56:10 +02:00
Joshua Ashton
77679e8b32
vkd3d-shader: Split read_dword into read_uint32
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On Windows, DWORD is unsigned long, which means it's technically a different pointer type.
Let's keep type safety (as much as we can in C) and remove some warnings.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-03 16:56:10 +02:00
Joshua Ashton
ec8d14593a
build: Remove -Wno-discarded-qualifiers
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We don't need this since the CONST_VTBL change.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-03 16:56:10 +02:00
Joshua Ashton
08544fb938
vkd3d: Use CONST_VTBL instead of const for vtable decls
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-03 16:56:10 +02:00
Joshua Ashton
b05371432a
build: Remove -Wno-missing-braces
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Hold over from autotools that isn't needed.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-03 16:56:10 +02:00
Joshua Ashton
12e4014b54
vkd3d-shader: Fix incorrect assertion
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-03 16:56:10 +02:00
Hans-Kristian Arntzen
6e944dab6b
vkd3d: Use ptrdiff in utf8 strdup.
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max_elements is in number of elements, not bytes.
Fix regression from refactor.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-02 12:28:03 +02:00
Hans-Kristian Arntzen
49190da623
vkd3d: Fix pointer type mismatch.
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Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-02 12:28:03 +02:00
Joshua Ashton
ae5da7bda6
build: Add public include dirs to demos
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Fixes building on Windows...
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-01 21:31:43 +02:00
Joshua Ashton
f232ca1b87
build: Link tests against DXGI on Windows
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Fixes compilation
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-01 21:31:43 +02:00
Joshua Ashton
a16afe7c8f
build: Fix checking for xcb when building on Windows
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It goes unused anyway, just makes Meson fail.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-01 21:31:43 +02:00
Joshua Ashton
0384362065
vkd3d: Add support for serializing root signature version 1.1
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Make this code more extensible too...
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-01 19:46:09 +02:00
Joshua Ashton
211b9c37b0
meta: Make README markdown and update for Meson
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-01 12:01:26 +02:00
Philip Rebohle
ee949c0916
vkd3d: Avoid UAV counter address updates for non-UAV descriptors.
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Saves a few CPU cycles. We expect things to explode anyway when
the app uses a non-UAV descriptor as a UAV in the shader.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle
d524b770bc
vkd3d: Do not create view for NULL UAV descriptors if possible.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle
e50b707709
vkd3d: Do not create view for NULL SRV descriptors if possible.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle
e10b9a72e2
vkd3d: Handle views being null in non-bindless descriptor updates.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle
3434c4ef6f
vkd3d: Handle views being null in bindless descriptor updates.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle
c8e97a581d
vkd3d: Use NULL descriptors for constant buffer views.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle
fbbcb30590
vkd3d: Use NULL descriptors for vertex buffers.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle
87bf1e8937
vkd3d: Use NULL descriptors for undefined root descriptors.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Philip Rebohle
d43f70bb1b
vkd3d: Enable VK_EXT_robustness2 if available.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-29 17:18:29 +02:00
Joshua Ashton
9770eea1f3
build: Add .gitlab-ci
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-29 17:04:56 +02:00
Joshua Ashton
4140ea0d31
build: Add package-release helper
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-29 17:04:56 +02:00
Joshua Ashton
bc7aebda33
build: Disable some extra warnings
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Disabled -Wmissing-field-initializers and -Wunused-parameters
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-29 17:04:56 +02:00
Joshua Ashton
25b40c5df8
build: Only find demo dependencies if building demos
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-29 17:04:56 +02:00
Joshua Ashton
8af31b5105
vkd3d-shader: Fix potential buffer overrun for image_operands
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This would happen if you both sampled with both a texel offset and were LOD masked.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-29 15:26:54 +02:00
Joshua Ashton
d1b58f954e
vkd3d-shader: Fix buffer overrun for bindless constant loads
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Previously, last_index would be 4 by the time it got to the loop if we were bindless -- which corrupted the component_ids that were being written.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-29 15:26:54 +02:00
Joshua Ashton
02fca8d190
build: Enable warning level 2
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Equivelant to -Wall -Wextra
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-27 15:23:09 +02:00
Joshua Ashton
d70223e57d
vkd3d: Cast down tile extents in offsets explicitly
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Fixes a signedness comparison warning -- shouldn't be a problem as we aren't going to get images with 2m+ tiles.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-27 15:23:09 +02:00
Joshua Ashton
ed6adc3fa2
vkd3d-common: Refactor string loop code
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Also fix some bad signed comparison problems.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-27 15:23:09 +02:00
Joshua Ashton
079a012dab
build: Use Meson subproject for dxil-spirv
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Removes the CMake dependency and solves some trouble building.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-26 18:33:27 +02:00
Joshua Ashton
9564f57a69
vkd3d-shader: Fix incorrect use of static in ext arrays
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-26 15:42:41 +02:00
Joshua Ashton
fdcf33ff47
vkd3d-shader: Fix incorrect enum being used for tesselator partitioning
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-26 15:42:41 +02:00
Joshua Ashton
ce7eba6210
vkd3d-shader: Fix incorrect type enum in global binding
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-26 15:42:41 +02:00
Joshua Ashton
0b6d460813
vkd3d-shader: Fix wrong enum for {CLIP,CULL}_DISTANCE
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The wrong enum was used here... It was just returning the same thing
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-26 15:42:41 +02:00
Krzysztof Bogacki
12b71b9f5a
build: Remove SPIRV-Tools dependency
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For autotools–based builds only, Meson never used it anyway.
Signed-off-by: Krzysztof Bogacki <krzysztof.bogacki@leancode.pl>
2020-06-26 13:43:08 +02:00
Krzysztof Bogacki
c11d3eed17
vkd3d: Remove SPIRV-Tools-based debugging code
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Signed-off-by: Krzysztof Bogacki <krzysztof.bogacki@leancode.pl>
2020-06-26 13:43:08 +02:00
Joshua Ashton
5f4c383c1a
vkd3d: Remove _spv suffix from prebuilt shaders
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Matches what we build from glslang in Meson now.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-25 13:51:06 +02:00
Joshua Ashton
f3f0887c43
vkd3d: Compile glsl shaders at compile time
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-25 13:51:06 +02:00
Joshua Ashton
61dcb5d0dd
vkd3d: Move shader contents out of header
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This way we can use a glsl generator on them in future in Meson.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-25 13:51:06 +02:00
Joshua Ashton
e46b0ef3c5
build: Add glsl generator to root build script
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-25 13:51:06 +02:00
Joshua Ashton
a46fb17973
vkd3d: Make enqueued_fence_count a uint32_t
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Fixes atomic usage with it.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 21:13:35 +02:00
Joshua Ashton
d709fd3306
vkd3d: Add vkd3d_atomic_uint32_{dec, inc}rement helper
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 21:13:35 +02:00
Joshua Ashton
45d4296a54
vkd3d: Rename vkd3d_uint32_atomic to vkd3d_atomic_uint32
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 21:13:35 +02:00
Joshua Ashton
033f76e3ae
vkd3d: Define our own memory orders
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We shouldn't potentially override stuff in the std library and this allows us to map directly to __ATOMIC_* memory orders which is more correct.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 21:13:35 +02:00
Joshua Ashton
25f6e1d0a9
vkd3d: Use __atomic builtins instead of stdatomic
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 21:13:35 +02:00
Joshua Ashton
26c9dc90f4
vkd3d: Implement sequential consistency on MSVC
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Also optimize and reduce unnecessary barriers.
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 21:13:35 +02:00