Commit Graph

732 Commits

Author SHA1 Message Date
Philip Rebohle ba8e306452 vkd3d-shader: Ignore break instructions if there is no active block.
This can happen if a continue statement is immediately followed
by a break instruction in a switch case.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2021-03-04 13:36:31 +01:00
Hans-Kristian Arntzen a90ed938b4 vkd3d-shader: Pass down SBT descriptor size to dxil-spirv.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-23 12:28:19 +01:00
Joshua Ashton fccbd3b5e2 vkd3d: Eliminate wchar_size, use UTF-16 string literals
Achieves this with C standard stuff alone, and no compiler hacks.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2021-02-09 11:26:28 +01:00
Hans-Kristian Arntzen 859066cd9b vkd3d-shader: Add ray-tracing pipeline support to DXIL.
Also updates relevant submodules.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen d8d1e82024 vkd3d-shader: Refactor DXIL resource remapping.
Prepare for local root signatures.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen fdcf583cbc vkd3d: Rename COUNTER buffer to AUX_BUFFER.
We will use the same pointer buffer to handle acceleration structures,
so unify this buffer under a new name. Simplifies some of the binding
code since SRV path and UAV path looks more similar now.

Only difference is that UAV path uses BDA -> uint32_t,
and SRV uses BDA -> RTAccelerationStructure.

RT requires BDA, so the fallback descriptor set (storage texel buffer) is never used for RT.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-02-05 10:05:07 +01:00
Hans-Kristian Arntzen 326d1cde60 vkd3d-shader: Remove DXIL being optional.
We always build with DXIL, not using autotools anymore.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-25 14:03:37 +01:00
Philip Rebohle 6bddcb4352 vkd3d: Store both byte range and element range in offset buffer.
The first range will store the byte offset, the second one will
be the typed buffer range. Typed descriptors should write both.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2021-01-14 15:34:20 +01:00
Henri Verbeet c42f4d11e2 vkd3d-shader: Decorate "precise" arithmetic instructions with SpvDecorationNoContraction.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
2021-01-12 15:22:11 +01:00
Hans-Kristian Arntzen e6961afca6 vkd3d-shader: Emit typed format for UAVs which use atomics.
Mesa will assert if not, and the format must be known here.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-12-04 16:08:26 +01:00
Joshua Ashton e27a153a22 vkd3d-shader: Fix saturates of fp64 types
Closes: #419

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-11-27 11:11:59 +01:00
Philip Rebohle 9d57489225 vkd3d-shader: Correctly handle infinity in f32tof16.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-23 15:46:55 +01:00
Hans-Kristian Arntzen 27f91b99b0 vkd3d-shader: Add debug log callback to DXIL.
Allows us to capture dxil compiler messages in log.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-18 14:37:58 +01:00
Philip Rebohle bab9b0af92 vkd3d: Support offset buffers for raw/structured texel buffers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Hans-Kristian Arntzen <post@arntzen-software.no>
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-18 12:27:19 +01:00
Philip Rebohle 8fe83f5e9c vkd3d-shader: Correctly handle bit shifts greater than 31 bits.
This is undefined behaviour in SPIR-V, but well-defined in
DXBC, so we should explicitly 'and' the shift amount with 31.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-17 15:26:36 +01:00
Hans-Kristian Arntzen a1d851e717 vkd3d-shader: Do not require Int64 to use root descriptors.
Can just use uvec2. Also improves performance on ACO since ACO cannot
promote uint64_t to SGPR yet, u32x2 however, works fine and can be
bitcast to pointer as well.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-13 17:10:48 +01:00
Hans-Kristian Arntzen 009b3a69e0 vkd3d-shader: Update dxil-spirv with BDA root descriptor support.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-13 17:10:48 +01:00
Philip Rebohle c11b58418a vkd3d-shader: Support physical storage buffer root SRVs/UAVs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-12 15:21:56 +01:00
Philip Rebohle 4313eaa59c vkd3d-shader: Support physical storage buffer root CBVs.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-12 15:21:56 +01:00
Philip Rebohle 5d2b0e6632 vkd3d-shader: Add loadv/storev helpers for aligned memory access.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-12 15:21:56 +01:00
Philip Rebohle 6c9d0cea69 vkd3d-shader: Rename descriptor_table_var_id -> root_parameter_var_id.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-12 15:21:56 +01:00
Philip Rebohle 4b3cec53fc vkd3d-shader: Declare push constants for root descriptor VAs.
We'll always place them at the beginning of the push constant
buffer in order to avoid potential alignment issues.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-12 15:21:56 +01:00
Philip Rebohle 2689c9e0a3 vkd3d-shader: Enable Int64 capability as necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-12 15:21:56 +01:00
Philip Rebohle f69564c6c1 vkd3d-shader: Implement buffer reference type declarations.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-12 15:21:56 +01:00
Joshua Ashton 8dea487861 meta: Add missing newlines to end of files
Remove trailing whitespace also

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-11-05 17:16:57 +01:00
Hans-Kristian Arntzen 490d803581 vkd3d-shader: Add OpSource support to DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-05 15:57:16 +01:00
Hans-Kristian Arntzen 7e14f80e2a vkd3d-shader: Emit OpSource with DXBC hash.
Makes it possible to backtrace which shader we're working with
when we get raw SPIR-V from unrelated sources (Fossilize or RADV crash
dumps for example).

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-05 15:57:16 +01:00
Hans-Kristian Arntzen 320b643c77 vkd3d-shader: Add typed offset to DXIL.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen bcd03de770 vkd3d-shader: Implement typed buffer offset.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
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