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
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
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
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
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
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
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
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
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
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