Commit Graph

703 Commits

Author SHA1 Message Date
Joshua Ashton f50c897868 build: Merge vkd3d_headers into vkd3d_common
Fixes MSVC build.
Closes: #343

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-11-03 09:37:24 +01:00
Philip Rebohle 1abae6eb06 vkd3d-shader: Remove unused sampler comparison mask.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-29 15:39:40 +01:00
Philip Rebohle a2d85f6040 vkd3d-shader: Use new register map to store UAV flags.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-29 15:39:40 +01:00
Philip Rebohle 0d82bf67aa vkd3d-shader: Add hash map for register flags to scan info.
This way we won't have arbitrary register count limitations.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-29 15:39:40 +01:00
Philip Rebohle 9832d1639d vkd3d-shader: Remove pNext chain from vkd3d_shader_scan_info.
Unused.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-29 15:39:40 +01:00
Joshua Ashton c72fb12353 build: Only generate headers once
This makes headers a dependency rather than a generator target.
This also means we get proper dependency tracking of them between projects.

Supercedes: #225
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-29 10:02:48 +01:00
Hans-Kristian Arntzen 4d961f96ea vkd3d: Fix some nits with declaration-after-statement.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 11:04:06 +01:00
Hans-Kristian Arntzen a4f68931bb vkd3d-shader: Add offset buffer path to DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 10:30:12 +01:00
Philip Rebohle d59317e11b vkd3d-shader: Use offset buffer for bufinfo instruction.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle fc9efddbd4 vkd3d-shader: Use offset buffer when indexing into raw SSBO.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle bea196e449 vkd3d-shader: Declare offset buffer.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Joshua Ashton 7609c5e59e vkd3d-shader: Implement 64-bit immediate constants
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-23 12:40:38 +02:00
Joshua Ashton 73a2ad19ea vkd3d-shader: Implement DRCP
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-23 12:40:38 +02:00
Joshua Ashton e3a61ebad1 vkd3d-shader: Implement DTOF, FTOD, DTOI, DTOU, ITOD and UTOD
Implement double -> other type conversions

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-23 12:40:38 +02:00
Joshua Ashton aff1391026 vkd3d-shader: Implement DEQ, DGE, DLT and DNE
Implement double comparisons

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-23 12:40:38 +02:00
Joshua Ashton cdedfd596e vkd3d-shader: Implement DMOVC
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-23 12:40:38 +02:00
Joshua Ashton f8646bff5a vkd3d-shader: Implement DADD, DMUL, DDIV, DMAX, DMIN, DFMA and DMOV
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-23 12:40:38 +02:00
Joshua Ashton a581f296ea vkd3d-shader: Handle double-related global flags
Decode and handle DOUBLE_PRECISION_FLOAT_OPS and 11_1_DOUBLE_EXTENSIONS

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-23 12:40:38 +02:00
Joshua Ashton ac2456b01f vkd3d-shader: Implement double data type
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-23 12:40:38 +02:00
Joshua Ashton 8e896cd25a vkd3d-shader: Support 64-bit constants
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-23 12:40:38 +02:00
Hans-Kristian Arntzen 16f09a0ba0 vkd3d: Do not perform any alignment analysis for SSBOs.
We cannot rely on alignment analysis since games are buggy and screw up
RAW vs structured on occasion.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-22 13:07:05 +02:00
Hans-Kristian Arntzen 0801b0d55f vkd3d-shader: Hook up typed uav read without format on DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-21 14:34:37 +02:00
Hans-Kristian Arntzen 216f04d8f1 vkd3d-shader: Hook up new SSBO path for DXIL.
Update dxil-spirv submodule.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-21 14:34:37 +02:00
Hans-Kristian Arntzen 50ffdb1850 vkd3d-shader: Don't warn about not finding a RAW_SSBO binding.
This is expected if host implementation does not support RAW_SSBO
alignment.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-21 14:34:37 +02:00
Joshua Ashton aadf3e15f9 vkd3d-shader: Hook up EMIT_THEN_CUT_STREAM
Still needs work to handle emitting a specific stream.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 11:49:31 +02:00
Joshua Ashton b70182420a vkd3d-shader: Implement EMIT_THEN_CUT
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 11:49:31 +02:00
Joshua Ashton 31901597d9 vkd3d-shader: Implement EVAL_SNAPPED
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 11:49:31 +02:00
Joshua Ashton 1673d14841 vkd3d-shader: Implement UMUL
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 11:49:31 +02:00
Joshua Ashton 7c693fe26f vkd3d-shader: Implement UMAD
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 11:49:31 +02:00
Philip Rebohle a64a34eb9d vkd3d-shader: Implement coherent qualifier for UAVs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-20 14:44:55 +02:00
Joshua Ashton 36f6715b38 vkd3d-shader: Rename TEXKILL to DISCARD
TEXKILL is the old D3D9 style naming that comes with funky .w implications.
Calling DXBC's discard texkill is misleading.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-19 19:12:48 +02:00
Joshua Ashton 69bfad91a8 vkd3d-shader: Remove d3d9 clutter
All of this is entirely unused and just cluttering up.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-19 19:12:48 +02:00
Joshua Ashton b65f6ad02c vkd3d-shader: Add missing opcodes
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-19 17:27:07 +02:00
Philip Rebohle 6461ab8272 vkd3d-shader: Implement bufinfo instruction on SSBOs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle 89dbd9254f vkd3d-shader: Implement atomic operations on SSBOs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle f12f15ff38 vkd3d-shader: Implement raw and structured stores to SSBOs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Philip Rebohle 2d2dc323d5 vkd3d-shader: Implement raw and structured loads from SSBOs. 2020-10-16 14:24:36 +02:00
Philip Rebohle 367cda017f vkd3d-shader: Implement resource declarations with raw SSBOs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-16 14:24:36 +02:00
Hans-Kristian Arntzen 85dbb6c569 vkd3d-shader: Support StorageImageReadWithoutFormat.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-12 14:55:24 +02:00
Joshua Ashton a991fddeeb build: Use `-fvisibility=hidden` and define exports manually
When building natively on Windows we use dllexport/dllimport for vkd3d/vkd3d_utils public exports.

When building natively on Linux we simply make those visibility default.

Nothing changes for standalone here.

Closes #152

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-05 10:44:10 +02:00
Joshua Ashton be2c0c1f1e include: Remove DECLSPEC_HIDDEN from headers
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-05 10:44:10 +02:00
Joshua Ashton fa60742114 build: Remove autotools build path
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-09-30 13:00:32 +02:00
Hans-Kristian Arntzen 586f002536 vkd3d-shader: Add shader replacement.
For debugging purposes, it can be extremely useful to be able to
pinpoint and replace specific shaders for testing hypotheses.

To make this practical, change the shader dumping to use hashes rather
than monotonically incrementing indices.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-09-08 15:03:41 +02:00
Hans-Kristian Arntzen f473370678 vkd3d-shader: Add hash function for shader blobs.
Simple FNV-1.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-09-08 15:03:41 +02:00
Hans-Kristian Arntzen 409af5de20 vkd3d-shader: Use per-thread allocators in DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-08-26 12:39:26 +02:00
Hans-Kristian Arntzen e7281f22c6 vkd3d-shader: Add NonUniformEXT decoration where required.
It's the argument to the opcode which consumes the final resource handle
or pointer which needs to marked as NonUniformEXT. Was missing this for
sampled images and bindless UAV counters.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-30 10:57:50 +02:00
Hans-Kristian Arntzen 06cf1441ad vkd3d-shader: Support non-BDA bindless UAV counters in DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-29 17:15:00 +02:00
Philip Rebohle b16276f9d6 vkd3d-shader: Support bindless UAV counters through texel buffer array.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-29 15:23:25 +02:00
Philip Rebohle 40764d82ef vkd3d-shader: Introduce VKD3D_SHADER_BINDING_FLAG_RAW_VA.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-07-29 15:23:25 +02:00
Hans-Kristian Arntzen 8800ae7323 vkd3d-shader: Add declspec hidden to shader dumping entry points.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-27 11:14:49 +02:00
Hans-Kristian Arntzen 7083b30fd5 vkd3d-shader: Dump DXIL blobs to .dxil.
Makes it easier to extract all DXIL shaders when debugging.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-27 11:14:49 +02:00
Hans-Kristian Arntzen 96402f1164 vkd3d: Fix straggling warnings for MSVC.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-16 13:00:09 +02:00
Hans-Kristian Arntzen 7b0345a149 vkd3d-shader: Add way to scan for expected patch vertex count from HS.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-14 14:29:34 +02:00
Hans-Kristian Arntzen 7bccab7427 debug: Re-introduce different debug channels.
vkd3d-shader is currently kinda buggy and crashes when you try to trace
DXBC. This used to never be run since it was guarded by
VKD3D_SHADER_DEBUG, but with the move to a static build we merged all
debug logging under VKD3D_DEBUG. Reintroduce different debug channels in
a way that is compatible with a statically linked vkd3d.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-10 14:18:15 +02:00
Hans-Kristian Arntzen 854814d81c vkd3d: Fix various minor warnings.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-07-10 14:18:15 +02:00
Joshua Ashton 19c910904b vkd3d-shader: Use uint32 for immediate constants
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
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 12e4014b54 vkd3d-shader: Fix incorrect assertion
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-07-03 16:56:10 +02:00
Joshua Ashton 8af31b5105 vkd3d-shader: Fix potential buffer overrun for image_operands
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
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 079a012dab build: Use Meson subproject for dxil-spirv
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
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
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
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 c11d3eed17 vkd3d: Remove SPIRV-Tools-based debugging code
Signed-off-by: Krzysztof Bogacki <krzysztof.bogacki@leancode.pl>
2020-06-26 13:43:08 +02:00
Joshua Ashton 161dc007c5 build: Link dxil-spirv statically
Don't need to link this in any fancy way

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 15:18:56 +02:00
Joshua Ashton 22545c189a vkd3d-shader: Build statically
We don't need this to be another random so floating around...

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 15:18:56 +02:00
Joshua Ashton 4521b253dd vkd3d: Toss VKD3D_DEBUG_ENV_NAME
Creates linking problems if we want to build vkd3d-shader statically given this links back to something in vkd3d-common.

We don't need this distinction anyways...

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-24 15:18:56 +02:00
Joshua Ashton 8c216e637c build: Add Meson build system
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-23 14:55:43 +02:00
Joshua Ashton da2c9a1043 vkd3d: Eliminate HAVE_SPIRV_UNIFIED1_SPIRV_H and HAVE_SPIRV_UNIFIED1_GLSL_STD_450_H
These are submodules now.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-23 14:55:43 +02:00
Joshua Ashton bfd7127284 vkd3d-shader: Don't use return value semantics in void functions
Fixes warnings in MSVC.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-16 12:13:54 +02:00
Joshua Ashton b9909854fe vkd3d: Make nameless unions really nameless
This makes it consistent across tests and vkd3d.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-06-15 19:59:52 +02:00
Philip Rebohle 4cf8467b9d vkd3d-shader: Introduce vkd3d_dxbc_compiler_find_register_info.
Does not generate logs when not finding a register, which reduces
some misleading spam in Anno 1800 tessellation shaders.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-15 13:32:55 +02:00
Philip Rebohle bc7426ceb0 vkd3d-shader: Fix modifier handling.
This is a set of flags, so we should treat it as such.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-06-09 13:20:36 +02:00
Hans-Kristian Arntzen b3be23c066 vkd3d-shader: Only sample with the required number of components.
Works around a driver bug on NV which affected RE2 in particular, but
probably other titles as well.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-05-22 11:54:04 +02:00
Philip Rebohle 6478632dca vkd3d-shader: Remove old Nvidia workaround for dref instructions.
This was fixed two years ago in the 396 and later 390 drivers.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle 37b9875e98 vkd3d-shader: Implement sparse ld_uav_typed instruction.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle a1b2cef928 vkd3d-shader: Implement sparse ld_raw and ld_structured instructions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle 7b9dbdc4ce vkd3d-shader: Implement sparse ld instructions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle bb5e0969b2 vkd3d-shader: Implement sparse gather instructions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle 1839d13ef3 vkd3d-shader: Implement sparse sample_c instructions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle 45ec9b7f27 vkd3d-shader: Implement sparse sample instructions.
In addition to sparse feedback, these instructions also clamp the
LOD, with the minimum LOD being passed in as the last parameter.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle c09b66f404 vkd3d-shader: Implement check_access_fully_mapped instruction.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle 277f731bd7 vkd3d-shader: Add helpers to deal with sparse instruction results.
OpImageSparse* operations return a struct containing a status value
and the sampled value, so we need to take it apart when storing results.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle 26f6e59f3e vkd3d-shader: Add helper to declare a struct once.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle 6d0c1b4dd3 vkd3d-shader: Handle feedback instructions in UAV read scanner.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle fa029a1a84 vkd3d-shader: Add definitions for sparse feedback instructions.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-05-12 12:13:30 +02:00
Philip Rebohle bbfbf94c5e vkd3d-shader: Always use private vars for arrayed builtins.
Fixes invalid shader code being generated in Monster Hunter World.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-16 10:30:51 +02:00
Philip Rebohle 0c2057ff68 vkd3d-shader: Support texel offset for sample_c instruction.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-16 10:30:51 +02:00
Philip Rebohle 407c740927 vkd3d: Rework vkd3d_dxbc_compiler_get_resource_binding.
Instead of taking the resource type, take the binding flag.
This allows us to also use this function for UAV counters.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-10 14:32:33 +02:00
Philip Rebohle 56df26d845 vkd3d-shader: Implement support for stencil export.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-06 11:53:09 +02:00
Philip Rebohle 3ee4ab56d7 vkd3d-shader: Enable SPV_EXT_shader_viewport_index_layer if necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-06 11:53:09 +02:00
Philip Rebohle c07f46f09c vkd3d-shader: Look up existing register fpr built-in outputs.
Otherwise, if two built-in outputs share the same register, we
may end up multiple redundant private variables, only one of
which gets initialized, leading to uninitialized outputs.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-04-06 11:53:09 +02:00
Hans-Kristian Arntzen 671560c4e3 vkd3d-shader: Allow bindless UAV counters in DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-03-27 15:43:19 +01:00
Hans-Kristian Arntzen 31a2a308ee vkd3d-shader: Enable physical storage extension in DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-03-27 15:43:19 +01:00
Philip Rebohle 4d896bf53c vkd3d-shader: Use correct addressing model for physical storage buffers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle aca3e7636e vkd3d-shader: Implement bindless UAV counter ops.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle cb9775ca05 vkd3d-shader: Respect bindless flag for UAV counter bindings.
Also stores the type ID of the pointer to the UAV counter struct,
since we need to load the pointer before we can access the counter.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle 11a9ac6c19 vkd3d-shader: Emit declarations for bindless UAV counters.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-27 15:04:23 +01:00
Philip Rebohle 3fa194ce21 vkd3d-shader: Support nonuniform qualifier for bindless UAVs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-26 12:05:47 +01:00