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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-23 12:40:38 +02:00
Joshua Ashton
73a2ad19ea
vkd3d-shader: Implement DRCP
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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
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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
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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
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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
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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
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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
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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
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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.
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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.
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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.
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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
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 11:49:31 +02:00
Joshua Ashton
31901597d9
vkd3d-shader: Implement EVAL_SNAPPED
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 11:49:31 +02:00
Joshua Ashton
1673d14841
vkd3d-shader: Implement UMUL
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 11:49:31 +02:00
Joshua Ashton
7c693fe26f
vkd3d-shader: Implement UMAD
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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.
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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
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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
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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.
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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.
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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.
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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.
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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.
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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
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Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-05 10:44:10 +02:00
Joshua Ashton
fa60742114
build: Remove autotools build path
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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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
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
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
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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
...
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
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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
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-03-26 12:05:47 +01:00