Commit Graph

534 Commits

Author SHA1 Message Date
Joshua Ashton b6f2c4e003 implement immconstant 64 2020-10-21 09:02:38 +01:00
Joshua Ashton 54c14c8709 fp64 draft 2020-10-21 09:02:38 +01:00
Joshua Ashton f0865163cb 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 09:02:38 +01:00
Joshua Ashton 991341094b vkd3d-shader: Implement EMIT_THEN_CUT
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 09:02:38 +01:00
Joshua Ashton 89572c1b21 vkd3d-shader: Implement EVAL_SNAPPED
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 09:02:38 +01:00
Joshua Ashton 7d1734037b vkd3d-shader: Implement UMUL
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 09:02:38 +01:00
Joshua Ashton 650375bf6a vkd3d-shader: Implement UMAD
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-21 09:02:38 +01:00
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
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
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
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 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 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
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 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 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
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 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
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