Commit Graph

2072 Commits

Author SHA1 Message Date
Philip Rebohle 677422993e vkd3d: Add root descriptor VAs to push constant range.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-12 15:21:56 +01:00
Philip Rebohle cd01371756 vkd3d: Always enable BUFFER_DEVICE_ADDRESS usage for buffers.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-12 15:21:56 +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
Philip Rebohle b536723f5a vkd3d: Fix shader model-related feature detection.
We need to know the supported shader model to detect support
for certain features like wave ops correctly.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-11 10:41:11 +01:00
Joshua Ashton d4d14dfca0 vkd3d: Ignore DXGI_PRESENT_ALLOW_TEARING
Fixes warning spam in Horizon Zero Dawn.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-11-09 15:34:08 +01:00
Joshua Ashton 536ed0427a vkd3d: Create user buffers for degenerate surfaces
Previously this would make the user buffer count == 0, which obviously makes apps and assertions not happy.

Fixes a crash in Horizon Zero Dawn when minimized (therefore having a degenerate surface region)

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-11-09 15:34:08 +01:00
Joshua Ashton c77428ba44 vkd3d: Implement DXGI_PRESENT_TEST
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-11-09 15:34:08 +01:00
Alexander Gabello da4a96a25b vkd3d: Free string after PIX decoding
Signed-off-by: Alexander Gabello <alexandergabello@mail.weber.edu>
2020-11-09 10:55:05 +01:00
Philip Rebohle 432ba00e3c vkd3d: Only care about DSV mismatch if pipeline actually uses it.
Avoids some unnecessary late compiles in Monster Hunter World.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-06 16:36:27 +01:00
Philip Rebohle 58548a3db2 vkd3d: Fix image memory barrier after fragment shader-based copy.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-06 16:07:47 +01:00
Philip Rebohle 408fed0910 vkd3d: Fix root descriptor indexing.
The packed descriptor index is no longer needed, and causes issues in
case a game sets a root signature, then binds a root descriptor, and
then sets a different root signature which maps the given root parameter
index to a different descriptor since we may now read undefined data
when updating push descriptors.

Fixes #366.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-06 16:07:47 +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
Philip Rebohle a8f9cc15b3 vkd3d: Create root signature from shader blobs as necessary.
MSDN states that root signatures across multiple stages in a graphics
pipeline must be identical, but the D3D12 runtime does not validate
this and mixing different root signatures results in undefined
behaviour, so just taking this from the VS should be safe.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-05 15:21:16 +01:00
Philip Rebohle 1d823f8659 vkd3d: Do not store root signature in graphics pipeline state.
We only need to know the pipeline layout for pipeline variant
creation. We are not holding a strong reference to the root
signature anyway, which may be problematic, but this should
not introduce a regression.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-11-05 15:21:16 +01:00
Georg Lehmann 98f005116b build: Replace enable_standalone_d3d12 with tristate enable_d3d12.
Signed-off-by: Georg Lehmann <dadschoorse@gmail.com>
2020-11-04 23:38:02 +00:00
Hans-Kristian Arntzen e4600edb03 vkd3d: Always enable typed offset buffer.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen f1991d4458 vkd3d: Init descriptor heap offset buffer if we're only using typed.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen 670fba6c6f vkd3d: Enable typed offset buffer in root signature.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +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
Hans-Kristian Arntzen 1c14fc9334 vkd3d: Write typed buffer offsets to buffer.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen d23c7200a2 vkd3d: Always copy offset buffer descriptor info.
Offset buffer state might be the only relevant difference between two
descriptors. We won't need to copy descriptors, but the offsets must be.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen 5832d2fbdd vkd3d: Refactor out typed buffer view creation.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen 749ac13f5e vkd3d: Rename vkd3d_buffer_view_get_bound_range.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen f0754c4460 vkd3d: Apply offset to typed UAV as well in ClearUAV.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen b30d8788bf vkd3d: Rename SSBO_OFFSET descriptor flag to BUFFER_OFFSET.
It is used for typed as well.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen 5d88e4d435 vkd3d: Add a definition for typed offset buffer as well.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen fdd16168be vkd3d: Rename SSBO_OFFSET_BUFFER to a more generic offset buffer.
We will use it for typed buffers as well.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen 5674ced973 vkd3d: Report if view maps have intense pressure.
This will lead to a crash if it goes too far.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Hans-Kristian Arntzen e31eae075b vkd3d: Fix deadlock after failing to create view map entry.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-11-04 19:05:28 +01:00
Joshua Ashton 5c1b40b856 vkd3d: Init hashmap in vkd3d_create_image_resource
Closes: #353
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-11-03 09:39:35 +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 601abe7408 vkd3d: Reset RTV/DSV descriptors when creating NULL descriptor.
Otherwise, we may run into issues with an app accessing stale resource
or pointers. NULL descriptors are handled in OMSetRenderTargets.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 17:02:17 +01:00
Philip Rebohle f29b397a9f vkd3d: Implement RTV/DSV descriptor copies.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 17:02:17 +01:00
Philip Rebohle f3c35b2992 vkd3d: Remove unused descriptor magic from RTV/DSV descriptors.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 17:02:17 +01:00
Philip Rebohle 211704be3f vkd3d: Use per-resource view maps to create render target views.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 17:02:17 +01:00
Philip Rebohle 109c881ccb vkd3d: Unify RTV and DSV descriptor types.
The struct definitions were identical anyway, and unifying
these will prevent unnecessary code duplication.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 17:02:17 +01:00
Philip Rebohle bd1de243d3 vkd3d: Don't skip indirect dispatches with count buffer.
The only currently known use case for this requires us to actually
perform the dispatch operation. Executing more than one indirect
dispatch command is not meaningful, however there might be
differences in behaviour in case the indirect count is zero.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 16:56:18 +01:00
Philip Rebohle c50e529be0 vkd3d: Fix descriptor table mask when populating inline uniform block data.
This logic has to be the same as in d3d12_command_list_update_descriptor_table_offsets,
since not all active descriptor tables are necessarily used by the root signature.

Fixes an assert in the StarsX IrradianceMap demo (Github issue #347).

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-30 16:56:18 +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
Joshua Ashton a1a6840fb5 vkd3d-utils: Move to .def exports
Otherwise this won't work in MSVC because it'd technically be re-defining the D3D12 function prototypes with the decltypes.

There is no other nice way around this.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-28 17:05:13 +01:00
Joshua Ashton 37e6647ab0 vkd3d-utils: Add D3D12EnableExperimentalFeatures interface
Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-28 17:05:13 +01:00
Hans-Kristian Arntzen bb1d57b769 vkd3d: Use INFO rather than TRACE for some relevant messages.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 17:03:54 +01:00
Hans-Kristian Arntzen d8bd309ab2 vkd3d: Log vkd3d applicationVersion and build hash.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 17:03:54 +01:00
Hans-Kristian Arntzen cd9c1fb9f3 vkd3d: Add an INFO debug level.
Useful for cases where we want to communicate important information to
the log by default, but not consider it an error.

Requested information which would only be logged when explicitly asked
for should also be considered INFO.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 17:03:54 +01:00
Hans-Kristian Arntzen 8cd30ee1c7 build: Rename exposed APIs to reflect vkd3d-proton and update to 2.0.
Rename so objects we build so we don't conflict with vkd3d and don't
accidentially attempt to be built against Wine natively (it won't work).

Not quite ready for a 2.0 release yet, but bump the version to reflect
the intent. This creates a new timeline, completely separate from vkd3d.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 14:39:09 +01:00
Hans-Kristian Arntzen 7359720448 Update so-version to 2.0.
We've broken ABI compatibility with 1.1 with swapchain rework.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-28 14:39:09 +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
Krzysztof Bogacki 61b13cc278 build: Use separate version string and build hash
Version string is used in logging for information purposes, but pipelines blobs and libraries use uint64_t–based commit hash. Using fixed–size integer silences warnings about string length and makes storing build info a little more efficient.

The hash is obtained separately from version string and is shifted to the left by 4 bits if the working tree is dirty.

Signed-off-by: Krzysztof Bogacki <krzysztof.bogacki@leancode.pl>
2020-10-28 10:40:28 +01:00
Philip Rebohle 49d3fa30a7 vkd3d: Enable offset buffer as necessary.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +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 127b498a5a vkd3d: Adjust SSBO descriptors based on alignment requirements.
And write data to the offset buffer.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle 374adc8bb7 vkd3d: Account for buffer offset info in clear_uav.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle b57a5dd96d vkd3d: Add extra binding for SSBO offset buffer.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle 811235858c vkd3d: Allocate descriptor heap buffer storage for bound SSBO ranges.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle 7aaae61c64 vkd3d: Refactor descriptor heap buffer creation.
Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-28 10:30:12 +01:00
Philip Rebohle 15b1fb7128 vkd3d: Restore d3d12_device_use_ssbo_root_descriptors.
We will not have offset information for root descriptors, so
we can still only use them with four-byte aligned SSBOs.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
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
Krzysztof Bogacki f7cca758a6 vkd3d: Bit–shift last argument of MAKE_MAGIC
Signed-off-by: Krzysztof Bogacki <krzysztof.bogacki@leancode.pl>
2020-10-27 19:52:57 +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
Philip Rebohle dd13d44bd5 vkd3d: Use UAV counter address binding from descriptor heap.
Instead of binding it via push descriptors at draw time.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-23 12:36:17 +02:00
Philip Rebohle a76e311c5e vkd3d: Add UAV counter address buffer to descriptor heap bindings.
Introduces 'extra' bindings to bindless sets which can be used to
bind additional storage buffers to the pipeline, which will occur
before the bindless descriptor array in the descriptor set.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-23 12:36:17 +02:00
Philip Rebohle 7e32f833ed vkd3d: Store binding index in descriptor.
Needed for when we add additional descriptors to the bindless
descriptor sets.

Signed-off-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
2020-10-23 12:36:17 +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
Joshua Ashton ae93fe0941 vkd3d: Remove VKD3D_RESOURCE_PUBLIC_FLAGS
There was no reason to mask this anyway when importing images.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-22 09:30:24 +02:00
Joshua Ashton 4fb3e277f1 vkd3d: Remove VKD3D_RESOURCE_PRESENT_STATE_TRANSITION
All this flag does is make resource creation fail.

Signed-off-by: Joshua Ashton <joshua@froggi.es>
2020-10-22 09:30:24 +02:00
Hans-Kristian Arntzen eed4f54a80 vkd3d: Enable SSBO path.
For now, don't enable it on NV due to a very likely driver bug.

Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>
2020-10-21 14:34:37 +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