Philip Rebohle
6a5fe2247a
[dxbc] Add support for multiple streams in geometry shaders
2018-10-10 10:28:15 +02:00
Philip Rebohle
a42f03e32d
[dxbc] Add Xfb structures to DxbcModuleInfo
2018-10-10 10:28:15 +02:00
Andre Heider
8fcdf78b51
[dxbc] rename DxbcProgramVersion to DxbcProgramInfo
...
The version in not part of this class anymore.
2018-10-08 12:32:01 +02:00
Andre Heider
8492f0501e
[dxbc] Drop unused major/minor from DxbcProgramVersion
2018-10-08 12:32:01 +02:00
Philip Rebohle
059073fcd0
[dxbc] Fix missing hull shader input declarations
...
Fixes tessellation in Tomb Raider 2013. Closes #368 .
2018-09-13 18:25:32 +02:00
Philip Rebohle
797c568c74
[dxbc] Use temporary array for per-patch hull shader outputs
...
Drivers don't seem to like it when output arrays are addressed dynamically.
2018-09-13 15:17:39 +02:00
Philip Rebohle
16a3ae52fe
[dxbc] Remove emitCsSystemValueLoad
...
There are no compute shader system values.
2018-09-10 11:50:13 +02:00
Philip Rebohle
f8dc5612f7
[d3d11] Added option to limit tessellation factors
...
d3d11.maxTessFactor accepts values ranging from 8 to 64, and limits
the maximum tessellation factor accordingly.
2018-09-09 23:14:00 +02:00
Philip Rebohle
108a6645e6
[dxbc] Make emitRawBufferLoad more readable
2018-09-06 21:44:53 +02:00
Philip Rebohle
9520c9b1b8
[dxbc] Apply Modulo 31 to bit counts and offsets (shr/shl/bfe/bfi)
...
Assassin's Creed Syndicate relies on correct behaviour.
2018-09-03 01:01:44 +02:00
Philip Rebohle
05e505a844
[dxbc] Implement pixel shader output component mapping
2018-09-01 18:15:27 +02:00
Philip Rebohle
01cc49555a
[dxbc] End functions correctly even if last instruction is not 'ret'
...
Some DXBC shaders don't end in a return instruction, but rather implicitly
end when all branches end in a return instruction. Fixes an illegal shader
generated in Crysis 1.
2018-08-27 14:29:40 +02:00
Philip Rebohle
b51361eaa9
Revert "[dxbc] Work around OpControlBarrier issue on radv 18.2-git"
...
This reverts commit 9293acfeb5
.
This issue is caused by an LLVM bug, which now has a workaround in RADV:
https://cgit.freedesktop.org/mesa/mesa/commit/?id=71d5b2fbf83061a1319141d26942771e8c75ff2b
2018-08-17 11:50:36 +02:00
Philip Rebohle
e113392bb9
[dxbc] Implement DtoI, DtoU, ItoD and UtoD
2018-08-15 20:11:40 +02:00
Philip Rebohle
86fbba06be
[dxbc] Implement DDiv, DFma and DRcp
2018-08-15 20:11:40 +02:00
Philip Rebohle
fabcdbc3ae
[dxbc] Add definitions for extended double instructions
2018-08-15 20:11:34 +02:00
Philip Rebohle
e1479f41c1
[dxbc] Fix case labels when case blocks are terminated with ret
...
Fixes incorrect shader in Monster Hunter World, which caused
RADV to crash.
2018-08-10 03:31:35 +02:00
Philip Rebohle
9293acfeb5
[dxbc] Work around OpControlBarrier issue on radv 18.2-git
2018-08-03 15:15:18 +02:00
Philip Rebohle
1da6617a73
[dxbc] Fix sample location order for 2xMSAA case
...
The sample locations were apparently incorrectly documented
in the Vulkan spec and have changed with the 1.1.82 update.
2018-08-01 11:38:59 +02:00
Philip Rebohle
0ba00b3f59
[dxvk] Add extended device feature structure
...
This allows the client API to query and enable extended
features in the future, should it become necessary, much
like the extende feature queries.
2018-07-31 16:58:25 +02:00
Philip Rebohle
91407098d5
[dxbc] Actually set "icb" as the debug name of the ICB
2018-07-30 22:08:01 +02:00
Philip Rebohle
f8392b4f83
[dxbc] Fix incorrect pointer type when loading from baked ICBs
2018-07-30 21:08:52 +02:00
Philip Rebohle
2166769096
[dxbc] Map large ICBs to a constant buffer
...
Should fix an issue with compiling a specific compute shader in
the game Dragon Ball Xenoverse 2 (#523 ).
2018-07-30 20:52:42 +02:00
Philip Rebohle
c31e646921
[dxvk] Introduce concept of shader constants
...
Large constant arrays should be moved to a uniform buffer instead
of being baked directly into the shader code.
2018-07-30 20:29:05 +02:00
Philip Rebohle
a8eb7d343a
[dxvk] Reconfigure bindings
...
In order to map ICBs to uniform buffers, we need one spare constant
buffer slot per shader stage.
2018-07-30 20:29:05 +02:00
Philip Rebohle
a196451400
[dxbc] Respect number of input/output components
...
Fixes issues with geometry shaders exceeding output component limits.
2018-07-01 17:45:50 +02:00
Philip Rebohle
2bce1491c6
WIP: Typed shader interfaces
2018-07-01 12:44:37 +02:00
Philip Rebohle
c370eea948
[dxbc] Decorate untyped write-only UAVs as NonReadable
2018-06-28 03:42:11 +02:00
Philip Rebohle
6cc303c5ef
[dxbc] Implement SV_ViewportID as pixel shader input
2018-06-27 12:02:54 +02:00
Philip Rebohle
845c78fd20
[dxbc] Consider stream index in signature entry lookup
2018-06-23 20:13:00 +02:00
Philip Rebohle
dd51437584
[dxbc] Implement EmitThenCut / EmitThenCutStream
2018-06-23 17:34:50 +02:00
Philip Rebohle
07ef25fec5
[dxbc] Parse OSG5 chunk for Shader Model 5 geometry shaders
2018-06-23 17:25:03 +02:00
Philip Rebohle
102591369e
[dxbc] Add DxbcModuleInfo struct
...
This will be required in the future to pass data from the
application to the shader compiler.
2018-06-23 17:14:35 +02:00
Philip Rebohle
f7587014c7
[dxbc] Fix compiler warning
2018-06-18 15:33:35 +02:00
Philip Rebohle
a607fe107f
[dxbc] Remove workarounds for the old Nvidia shader compiler
2018-06-12 22:13:53 +02:00
Philip Rebohle
f5d55726b3
[dxbc] Fix index returned by ImmAtomicConsume instruction
...
Since the atomic operations always return the old value, we have to
subtract one for the consume instruction. The append instruction is
unaffected. Fixes an issue with vegetation in Final Fantasy XV.
2018-06-11 20:17:29 +02:00
Philip Rebohle
e35cbf833c
[dxbc] Fixed issue with FtoD instruction picking an incorrect type
2018-06-07 16:02:59 +02:00
Philip Rebohle
10170a89ab
[dxbc] Implemented 64-bit compare instructions
2018-06-07 15:21:30 +02:00
Philip Rebohle
a89eb15546
[dxbc] Implemented 64-bit Vector ALU instructions
2018-06-07 15:05:06 +02:00
Philip Rebohle
97af5ee6fe
[dxbc] Implement DtoF and FtoD instructions
2018-06-07 14:32:56 +02:00
Philip Rebohle
217399926d
Revert "[dxbc] Bound-check dynamically indexed constant buffer reads"
...
This reverts commit 621aed5fdb
.
Breaks Dishonored 2. Apparently, out-of-bounds access to constant buffers
is allowed as long as it doesn't exceed the range of bound constants.
2018-06-02 18:09:59 +02:00
Philip Rebohle
9ff17b03f2
[dxbc] Support RenderTargetId and ViewportId in Vertex/Domain shaders
...
Fixes shader compilation errors in Pillars of Eternity II (#408 )
and Lost Sphear (#406 ). Currently unsupported by RADV.
2018-06-01 13:57:26 +02:00
Philip Rebohle
aa76bae32a
[dxbc] Fix incorrect OpSelectionMerge instruction
...
Fixes a regression introduced in v0.53 that would cause
Witcher 3 to crash when enabling Nvidia Hairworks on RADV.
2018-05-31 14:20:12 +02:00
Philip Rebohle
621aed5fdb
[dxbc] Bound-check dynamically indexed constant buffer reads
...
Emulates D3D11 behaviour more closely on Nvidia hardware.
Fixes an issue in Dark Souls Remastered caused by constant
buffer access with an undefined index value (#405 ).
2018-05-31 10:13:32 +02:00
Philip Rebohle
001794a094
[dxbc] Implement deferred kill operation
...
Fixes visual issues during LOD transitions in The Witcher 3,
Rise of the Tomb Raider and other games with a similar LOD
system. UAV stores and atomics are conditionalized as well.
2018-05-26 19:25:20 +02:00
Philip Rebohle
0619842dd9
[dxbc] Make UAV stores and atomics conditional
...
We should only perform stores when the corresponding
UAV is bound. This may be extended with range checks
at a later time.
2018-05-26 19:01:44 +02:00
Philip Rebohle
9278221416
[dxbc] Run analyzer before creating compiler object
...
We may need the analysis results when initializing the compiler object.
2018-05-26 17:46:49 +02:00
Philip Rebohle
af62d423b2
[dxbc] Add per-device option for deferred kills
2018-05-26 17:08:39 +02:00
Philip Rebohle
ec5572aa69
[dxbc] Scan for discard and derivative instructions
2018-05-26 17:08:08 +02:00
Philip Rebohle
d79f39b963
[dxbc] Implement sampleinfo instruction for rasterizer
2018-05-26 14:54:05 +02:00
Philip Rebohle
a43025294a
[dxbc] Remove DxbcImageInfo::layered property
2018-05-24 12:07:03 +02:00
Philip Rebohle
12d79257be
[dxbc] Remove TexCube -> TexCubeArray workaround
2018-05-24 12:00:31 +02:00
Philip Rebohle
58e9280891
[dxbc] Remove Tex2D -> Tex2DArray workaround
2018-05-24 11:49:12 +02:00
Philip Rebohle
fb11acbc91
[dxbc] Implement geometry shader instancing
...
Required for Frostpunk (see #385 ).
2018-05-22 19:36:53 +02:00
Philip Rebohle
126c50a674
[dxbc] SampleMask does not depend on SampleRateShading
...
This was fixed in a later revision of the SPIR-V 1.0 specification.
2018-05-19 09:07:31 +02:00
Philip Rebohle
a6ace7908f
[dxbc] Do not emit empty 'else' blocks
2018-05-18 22:37:23 +02:00
Philip Rebohle
581e505f54
[dxbc] Fix bit scan instructions
...
firstbithi counts from the MSB rather than the LSB. Fixes
rendering issues in Hitman.
2018-05-12 01:39:23 +02:00
Philip Rebohle
27d3a78d79
[dxbc] Omit empty source string in OpSource instruction
...
This parameter is optional and confuses RenderDoc if present.
2018-05-02 13:07:26 +02:00
Philip Rebohle
5eaacf7459
[dxbc] Add gs_vertex_in to the entry point interface
...
Fixes invalid SPIR-V generated in the Blacksmith demo (#267 ).
2018-04-23 18:07:31 +02:00
Philip Rebohle
a5c43b5e59
[dxbc] Enable array texture hack for Dishonored 2
...
Partially fixes shadow rendering issues.
2018-04-23 11:09:48 +02:00
Philip Rebohle
01147492d5
[dxbc] Implemented Texture2D -> Texture2DArray mapping as a knob
...
Doing this for all applications is not necessary and degrades
performance in some cases.
2018-04-23 00:46:27 +02:00
Philip Rebohle
e53cb72e39
[dxbc] Make DxbcOptions a set of flags
...
This allows for game-specific workarounds and driver-specific
workarounds to be applied in an easier fashion.
2018-04-22 23:49:41 +02:00
Philip Rebohle
2f20a61342
[dxbc] Map 2D MS shader resource views to 2D MS Array views
...
Works around a game bug in Dragon Age: Inquisition, which binds
an MS image to a non-MS resource slot. Closes
2018-04-22 18:27:01 +02:00
Philip Rebohle
cd63ff6d76
[dxbc] Fix operand type of resinfo_rcp_float division
...
Fixes invalid SPIR-V generated for this instruction.
2018-04-22 16:43:16 +02:00
Philip Rebohle
f30923718f
[dxbc] Fix texture component count for OpImageQueryLod
...
Not a bug, but we don't need the extra component when dealing with
array images.
2018-04-22 14:08:01 +02:00
Philip Rebohle
0bf97993c6
[dxbc] Fix layer count in resinfo instruction
...
For non-layered types, this instruction is supposed to return 0, not 1.
2018-04-22 08:34:07 +02:00
Philip Rebohle
dcb5b2a20c
[dxbc] Map 1D and 2D textures to their respective array type v2
...
We need to adjust the texture coordinate vectors as well, so that
some instructions continue to work properly.
2018-04-21 18:09:43 +02:00
Philip Rebohle
0318cc730a
Revert "[dxbc] Map 1D and 2D textures to their respective array type"
...
Broken. Requires some prep work in the shader compiler.
2018-04-21 15:38:39 +02:00
Philip Rebohle
906355b0da
[dxbc] Map 1D and 2D textures to their respective array type
...
As with cube textures, some games think it's a good idea to bind a
non-array view to a slot that expects an array view or vice versa.
Fixes clouds not appearing in TrackMania 2 Stadium (#191 ).
2018-04-21 14:15:10 +02:00
Philip Rebohle
fd1c50d8d8
[dxbc] Fixed incorrect shader resource slot computation
2018-04-21 14:01:27 +02:00
Philip Rebohle
50f1cf007d
[dxbc] Implement precise flag
...
May fix depth precision in Skyrim SE (issue #189 ).
2018-04-20 23:32:51 +02:00
Philip Rebohle
8eb78591a0
[dxbc] Scan pixel shader output register type at declaration time
...
Fixes invalid shaders being generated in the Blacksmith demo on
some GPUs. Works around a possible issue in the output signature
reader.
Commit #1000 , yay.
2018-04-18 21:14:34 +02:00
Vesim
b82ae16f8a
[dxbc] Moved all operators in dxbc_names to dxvk namespace ( #296 )
2018-04-17 17:33:07 +02:00
Philip Rebohle
75c928fc87
[dxbc] Remove is-bound check for constant buffer reads
...
We do not have to do this anymore since we'll bind a large
enough dummy buffer. Considerably reduces code size in shaders
which access a large number of shader constants.
2018-04-16 23:40:48 +02:00
Philip Rebohle
98b8d41016
[dxbc] Write shader name to the generated SPIR-V
...
Might help identifying shaders in debugging tools such as Renderdoc.
2018-04-15 21:00:08 +02:00
Philip Rebohle
adb1789571
[dxbc] Fixed incorrect result vector dimension for OpImageQuerySize
2018-04-12 13:57:15 +02:00
Philip Rebohle
021ea64103
[dxbc] Remove Nvidia driver version check
...
Apparently this causes a regression in Overwatch for some.
2018-04-11 19:44:45 +02:00
Philip Rebohle
8ea17e7a25
[dxbc] Implemented Nop instruction
...
Required for Metal Gear Solid V.
2018-04-11 01:49:39 +02:00
Philip Rebohle
f3544cc8e1
[dxbc] Fix __GL_NextGenCompiler check...
2018-04-11 01:17:07 +02:00
Philip Rebohle
3ff437ddbe
[dxbc] Re-enable Nvidia workarounds if __GL_NextGenCompiler is '0'
...
Fixes potential regressions when using the old SPIR-V compiler.
2018-04-11 00:26:42 +02:00
Philip Rebohle
1b6442b859
[dxbc] Disable Nvidia-specific workarounds for 396.18 and above
2018-04-11 00:20:24 +02:00
Philip Rebohle
1fb22a6022
[dxbc] Refactored opcode controls
2018-04-10 08:01:54 +02:00
Philip Rebohle
5cb65a6c19
[dxbc] Fix sampleinfo_uint instruction
2018-04-09 22:52:59 +02:00
Philip Rebohle
8a4e1d11b7
[dxbc] Add missing component count to gs_layer variable type
...
Fixes an incorrect geometry shader in Overwatch.
2018-04-09 00:20:27 +02:00
Philip Rebohle
797d7ec81d
[dxbc] Enable CapabilitySampleRateShading capability when needed
...
Fixes SPIR-V validation errors in the Final Fantasy XV benchmark.
2018-04-08 21:06:58 +02:00
Philip Rebohle
e38cc4a0e0
[dxbc] Implement support for SV_PrimitiveID
...
Fixes some geometry/tessellation shaders in The Witcher 3.
2018-04-08 18:25:44 +02:00
Philip Rebohle
bd17be472d
[dxbc] Reciprocate W component of SV_POSITION in pixel shaders
...
Fixes the fog effect in Nier:Automata, as well as some major
visual issues in Rise of the Tomb Raider, and potentially
other games.
2018-04-05 20:10:00 +02:00
Philip Rebohle
492c7384bc
[dxbc] Implemented ImmAtomicCmpExch and AtomicCmpStore
2018-04-04 13:59:43 +02:00
Philip Rebohle
eb85f61084
[dxbc] Serialize hull shader fork/join phase invocations
...
We cannot run these in parallel in case the hull shader's output vertex
count, and thus the invocation count, is less than the fork/join phase
invocation count.
2018-04-02 16:22:19 +02:00
Philip Rebohle
d2c6ec5c41
[dxbc] Implement ImmAtomic*Min/Max instructions
2018-04-02 10:58:26 +02:00
Philip Rebohle
99d9a5df0b
[dxbc] Respect GloballyCoherent flag for UAVs
2018-03-31 16:41:19 +02:00
Philip Rebohle
770d94f796
[dxbc] Fix explicit memory barrier semantics
...
This imitates glslang behaviour for barrier instructions and
sets AcquireRelease semantics for all explicit memory barriers.
2018-03-30 17:59:57 +02:00
Philip Rebohle
47e78d0a95
[dxbc] Fixed type of atomic pointers into typed UAVs
...
Should fix a crash in the Nvidia driver.
2018-03-30 17:31:48 +02:00
Philip Rebohle
b286b518c5
[dxbc] Fix ForkInstanceId type in EmitHsForkJoinPhase
2018-03-29 14:05:38 +02:00
Philip Rebohle
2ab4710054
[dxbc] Run HS fork/join phases in parallel
...
May reduce execution time of hull shaders on the GPU by running
the fork/join phases in parallel, as originally intended. Tested
on RADV 18.0.99 with LLVM 6.0.0.
2018-03-29 13:29:50 +02:00
Philip Rebohle
87f9bcfd75
[dxbc] Do not use locations >32 for tess control outputs
...
Fixes an assertion with latest mesa-git.
2018-03-28 11:55:29 +02:00
Philip Rebohle
a700e928ef
[dxbc] Enable MultiViewport capability if needed
...
Fixes invalid SPIR-V generated since 60d6416e5f
.
2018-03-27 01:41:06 +02:00
Philip Rebohle
60d6416e5f
[dxbc] Implemnted SV_ViewportArrayIndex for geometry shaders
...
Required by Final Fantasy XIV.
2018-03-26 23:32:30 +02:00
Philip Rebohle
ac94c42380
Revert "[dxbc] Do not emit per-vertex input block"
...
This reverts commit 4ce64bd886
.
Fixes a regression in Sniper: Ghost Warrior 2 and Dishonored 2.
2018-03-24 16:23:31 +01:00
Philip Rebohle
54382ae319
[dxbc] Add experimental support for mixed resource types
...
HLSL tbuffers are translated to resources with a "mixed" format.
There is no documentation about which format the buffers actually
use, so we'll default to UINT and see what happens.
2018-03-24 14:21:13 +01:00
Philip Rebohle
7f7eedac35
[dxbc] Implement SV_ClipDistance and SV_CullDistance
2018-03-24 11:29:07 +01:00
Philip Rebohle
4ce64bd886
[dxbc] Do not emit per-vertex input block
...
Instead, we can let the normal input registers do their thing.
2018-03-24 00:32:22 +01:00
Philip Rebohle
0ab27aa4e3
[dxbc] Check if the signature is nullptr before using it
...
Fixes a crash in The Witcher 3.
2018-03-23 21:38:21 +01:00
Philip Rebohle
31772af4a5
[dxbc] Count clipping and culling planes
2018-03-23 19:48:07 +01:00
Philip Rebohle
abb90086d5
[dxvk] Use analyzer to determine UAV image type
2018-03-23 01:04:04 +01:00
Philip Rebohle
16caa10697
[dxbc] Add analyzer stub
...
Will be used to gather information for the compiler.
2018-03-22 20:01:57 +01:00
Philip Rebohle
9ef94e28ac
[dxbc] Support UNorm/SNorm typed resources
2018-03-21 15:08:53 +01:00
Philip Rebohle
584ee6b6f0
[dxbc] Lift ShaderStorageImageReadWithoutFormat requirement
2018-03-21 12:47:53 +01:00
Philip Rebohle
fcff10aae7
[dxbc] Set image format for UAVs when atomic operations are used
...
Fixes a violation of the Vulkan specification where atomic operations
would be used on storage images with SpvImageFormatUnknown. Should fix
driver crashes on Nvidia.
TODO: Fix data types for atomic operation instructions.
2018-03-21 12:11:18 +01:00
Philip Rebohle
17e981f360
[dxvk] Increase UAV slot count to 64 for the graphics pipeline
...
D3D11 raised this limit from 8 UAVs in the fragment shader to
64 UAVs in all graphics stages combined.
2018-03-21 04:56:33 +01:00
Mikhail Paulyshka
fd633ea784
[dxbc] fix MSVC 64-bit build
2018-03-17 01:59:13 +03:00
Philip Rebohle
3d0aad705d
[dxbc] Implemented samplepos instruction
...
Required by Fallout 4, among other games.
2018-03-12 12:25:10 +01:00
Mikhail Paulyshka
3dad074fc4
[dxbc] implemented retc instructions ( #140 )
2018-03-10 15:04:58 +01:00
Philip Rebohle
28880d0fa8
[dxbc] Implemented DclHsMaxTessFactor
2018-03-10 15:02:27 +01:00
Philip Rebohle
3efd437310
[dxbc] Fixed TGSM size with dcl_tgsm_raw
...
https://msdn.microsoft.com/en-us/library/windows/desktop/hh446929(v=vs.85).aspx
2018-03-09 22:01:19 +01:00
Philip Rebohle
c3cf65c015
[dxbc] Use signed int for component index in OpImageGather
...
Workaround for a bug in Nvidia's shader compiler, which currently
expects the component index to be signed rather than unsigned.
2018-03-08 07:50:37 +01:00
Philip Rebohle
7ac0d413ad
[dxbc] Use correct arrays for vicp/vocp in hull shaders
...
Fixes Heaven on RADV.
2018-03-07 09:52:24 +01:00
Philip Rebohle
0fdde6a94e
[dxbc] Fix hull shader barrier issue
2018-03-07 00:22:40 +01:00
Philip Rebohle
b7a9c2c751
[dxbc] Implemented vicp for hull shaders
...
Allows Unigine Heaven to start with tessellation enabled.
2018-03-06 19:19:10 +01:00
Mikhail Paulyshka
9deb73a2a7
Add support for MSVC, attempt 3 ( #130 )
...
* [dxvk] fixes for MSVC
* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.
* [utils] fixes for MSVC
* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header
* [dxbc] fixes for MSVC
*added missing header
* [dxgi] fixes for MSVC
* user __declspec(uuid()) instead of _mingw_uuidof()
* do not use DLLEXPORT macro for MSVC
* [d3d11] fixes for MSVC
* replace WINBOOL with BOOL
* do not declare D3D11 structs for MSVC
* do not use DLLEXPORT macro for MSVC
* [meson] fix build scripts for MSVC
* change cpp version from c++1z to c++latest for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) for MSVC (bypass 'C2375: redefinition; different linkage' error)
* fix .def files for MinGW
* add --enable-stdcall-fixup linker flag for MinGW
2018-03-06 18:34:34 +01:00
Philip Rebohle
88c4e363e5
[dxbc] Implemented workaround for hull shader output synchronization
2018-03-06 18:29:20 +01:00
Philip Rebohle
2271814d95
[dxbc] Implemented domain shader input variables
2018-03-06 16:47:35 +01:00
Philip Rebohle
ff0ff0c23b
[dxbc] Implemented hull shader passthrough
2018-03-06 15:52:29 +01:00
Philip Rebohle
d2ca721387
[dxbc] Reworked Hull Shader phase invocations
...
Instead of running individual phases sequentially, we can
run them in parallel if execution barriers are in place.
2018-03-06 15:05:58 +01:00
Philip Rebohle
87afb33228
[dxbc] Implemented Hull Shader output setup
2018-03-06 14:49:11 +01:00
Philip Rebohle
988aaa0161
[dxbc] Implemented Hull Shader output variables
2018-03-06 14:00:03 +01:00
Philip Rebohle
b2f5b262f7
[dxbc] Added support for the control point phase in Hull Shaders
2018-03-05 17:23:00 +01:00
Philip Rebohle
4688b2cc5a
[dxbc] Formatting fixes + Hull shader barriers
2018-03-05 16:14:46 +01:00
Philip Rebohle
96ca9fa6ea
[dxbc] Fixed tessellation factor enums
2018-03-05 15:02:17 +01:00
Philip Rebohle
1cbe6829eb
Revert "Add MSVC support ( #123 )"
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This reverts commit c63d4361a0
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2018-03-05 14:32:28 +01:00
Mikhail Paulyshka
c63d4361a0
Add MSVC support ( #123 )
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* [utils] fixes for MSVC
* __mingw_uuidof() does not exists in MSVC
* apply GCC pragma only for GCC
* added missing header
* [dxvk] fixes for MSVC
* nullptr -> int is illegal conversion for MSVC. nullptr was replaced with VK_NULL_HANDLE
* MSVC does not support source code strings longer than 65535 chars. String was replaced with array of chars.
* [dxbc] fixes for MSVC
*added missing header
* [dxgi] fixes for MSVC
* user __declspec(uuid()) instead of _mingw_uuidof()
* [d3d11] fixes for MSVC
* replace WINBOOL with BOOL
* do not declare D3D11 structs
* [meson] fix build scripts for MSVC
* change cpp version from 1z to 17 for MSVC
* set -DOMINMAX definition for MSVC
* disable test and wine_utils for MSVC
* use .def files instead of __declspec(dllexport) (bypass 'C2375: redefinition; different linkage' error)
2018-03-05 14:28:51 +01:00
Philip Rebohle
3501186d38
[dxbc] Added tess level interface variables
2018-03-05 14:07:15 +01:00
Philip Rebohle
3dea58dabc
[dxbc] Implemented more tessellation-related declarations
2018-03-01 14:36:17 +01:00
Philip Rebohle
feba1f0e88
[dxbc] Implemented Hull Shader control point count declarations
2018-03-01 12:47:24 +01:00
Philip Rebohle
0916115086
[dxbc] Implemented Hull Shader fork/join phase invocations
2018-03-01 12:08:06 +01:00
Philip Rebohle
0e9b7d7ccd
[dxbc] Implemented new workaround for depth-compare ops on Nvidia
2018-03-01 10:11:15 +01:00
Philip Rebohle
d185977918
[dxbc] Implemented Hull shader function declarations
2018-03-01 09:26:17 +01:00
Philip Rebohle
d0db88ee62
[dxbc] Implemnted some HS/DS stubs
2018-03-01 07:00:54 +01:00
Philip Rebohle
a5706254d5
[dxbc] Do not emit depth image types for integer images
2018-02-28 06:51:13 +01:00
Philip Rebohle
8bfd12067a
[dxbc] Remove packDrefValueIntoCoordinates hack
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Causes more issues than it solves when the coordinate vector
gets too big.
2018-02-28 06:44:55 +01:00
Philip Rebohle
fcb2b6d2d8
[dxbc] Use signed integers for bit insert/extract ops
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Fixes a crash with the Nvidia driver.
2018-02-28 06:44:27 +01:00
Philip Rebohle
ec59389527
[dxbc] Implement EvalAttribute* instructions
2018-02-26 16:46:34 +01:00
Philip Rebohle
00f6262ff3
[dxbc] Properly implement Input/Output coverage masks
2018-02-26 14:23:41 +01:00
Philip Rebohle
78e9b575c5
[dxbc] Implement AtomicIMin/Max instructions
2018-02-21 03:49:06 +01:00
Philip Rebohle
be1cad34bf
[dxbc] Use correct image query instructions for UAVs
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May fix issues on Nvidia drivers.
2018-02-17 07:33:42 +01:00
Philip Rebohle
fd1fd40ad6
[dxvk] Only emit depth image types for 2D and Cube images
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May fix driver crashes on Nvidia.
2018-02-16 09:59:41 +01:00
Philip Rebohle
8ebffc1018
[dxbc] Added support for SV_RenderTargetID in pixel shaders
2018-02-15 18:07:40 +01:00
Philip Rebohle
563d4582ab
[dxbc] Implemented BfRev instruction
2018-02-15 09:41:48 +01:00
Philip Rebohle
59be5b72e8
[dxbc] Added support for oDepthGe/oDepthLe
2018-02-08 10:28:27 +01:00
Philip Rebohle
b3ba401503
[dxbc] Added support for early fragment tests
2018-02-08 10:26:46 +01:00