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>
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>
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>
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>
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>
If we detect that a blob contains a DXIL chunk, use dxil-spirv to
compile the shader to SPIR-V if it is enabled in the build.
Signed-off-by: Hans-Kristian Arntzen <post@arntzen-software.no>