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
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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 )"
...
This reverts commit c63d4361a0
.
2018-03-05 14:32:28 +01:00
Mikhail Paulyshka
c63d4361a0
Add MSVC support ( #123 )
...
* [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
...
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
...
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
...
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
...
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
Philip Rebohle
5a42512028
[dxbc] Silence DclIndexRange warnings
2018-02-08 10:17:59 +01:00
Philip Rebohle
fc947f5985
[dxbc] Implemented Geometry SV RenderTargetId
2018-02-04 23:36:00 +01:00
Philip Rebohle
b741b3b4d5
[dxbc] Fixed output value store for geometry shaders
2018-02-04 23:09:07 +01:00
Philip Rebohle
8c64a81e27
[dxbc] Implemented stream instructions for single-stream GS
2018-02-04 22:59:15 +01:00
Philip Rebohle
b8a540d4ef
[dxbc] Implemented Lod instruction
2018-02-04 22:41:23 +01:00
Philip Rebohle
54108726d5
[dxbc] Implemented SampleInfo instruction
2018-02-04 19:30:39 +01:00
Philip Rebohle
76d48fcdf5
[dxbc] Fixed image size query for multisampled images
2018-02-04 18:08:18 +01:00
Philip Rebohle
d0201a1bab
[dxbc] Implemented GatherPo and GatherPoC instructions
2018-02-04 17:40:02 +01:00
Philip Rebohle
49f13cfdc4
[dxbc] Implement CountBits/FirstBit instructions
2018-02-04 13:14:23 +01:00
Philip Rebohle
201cb88d27
[dxbc] Remove push constant block for now
...
This needs some more work.
2018-02-03 10:36:17 +01:00
Philip Rebohle
a567f6a5a5
[dxbc] Do not emit depth type for non-sampled resources
...
Fixes a crash in the Nvidia driver. These type
declarations were never used in the first place.
2018-02-02 21:42:04 +01:00
Philip Rebohle
14d5054893
[dxvk] Initial work on instance data fetch rates
...
Adds a pipeline flag to indicate that instanced
draw calls need to be emulated.
2018-02-01 20:15:25 +01:00
Philip Rebohle
0154d0856d
[dxbc] Added push constant definition block
...
This will be used to fake a draw's instance ID when
per-instance data fetch rates other than 1 are used.
2018-02-01 18:07:24 +01:00
Philip Rebohle
fb4663fcc8
[dxbc] Remove duplicate image type declaration
2018-01-31 11:25:49 +01:00
Philip Rebohle
173e46e2bd
[dxbc] Added Hull/Domain shader specific structures
2018-01-29 14:37:06 +01:00
Philip Rebohle
8c4d94b570
[dxbc] Implemented OutputCoverageMask
2018-01-29 10:54:36 +01:00
Philip Rebohle
4ac38af8a7
[dxbc] Declare SV variables on first use
2018-01-29 10:41:41 +01:00
Philip Rebohle
8a3dcf7c99
[dxbc] Added support for SV_SampleIndex
2018-01-28 15:32:35 +01:00
Philip Rebohle
6f51c136d2
[dxbc] Remove obsolete error message when resinfo is used with UAVs
2018-01-27 22:15:53 +01:00
Philip Rebohle
2e1e8d56a5
[dxbc] Removed branches around texture sample/gather ops
...
Not needed anymore thanks to dummy resources serving the same purpose.
2018-01-27 19:31:08 +01:00
Philip Rebohle
d522e19bab
[dxbc] Implemented SampleB instruction
2018-01-20 10:21:27 +01:00
Philip Rebohle
aa02612b9e
[dxbc] Do not set ImageOperandsLodMask for multisample loads
...
This should fix invalid SPIR-V being generated in The Witness.
2018-01-19 09:09:38 +01:00
Philip Rebohle
8b27dee0e5
[dxbc] Implemented swapc
2018-01-17 21:47:18 +01:00
Philip Rebohle
0f049edde6
[dxbc] Fixed shift operations
2018-01-17 05:35:41 +01:00
Philip Rebohle
596541ed02
[dxbc] Implemented gather instructions and pixel shader SVs
2018-01-17 02:12:29 +01:00
Philip Rebohle
b3cd126d0f
[dxbc] Implemented ld2dms
2018-01-16 22:39:30 +01:00
Philip Rebohle
5dd9fea011
[dxvk] Implemented input layout validation
...
Checks whether all input slots consumed by the vertex shader
are provided by the input layout, and disables rendering in
case the state validation fails. This should hopefully fix
GPU lockups in Nier:Automata.
2018-01-12 14:25:26 +01:00
Philip Rebohle
5f5bb69fa7
[dxbc] Image queries now support UAV images
2018-01-11 21:39:17 +01:00
Philip Rebohle
69c5af4455
[dxbc] Implemented append/consume functionality
...
Nier will now render the bullets properly.
2018-01-11 17:11:51 +01:00
Philip Rebohle
f5bfaac4b3
[d3d11] Use cube array views for non-array cube maps
...
This is actually necessary in order to properly render the map mode in
Nier:Automata, which binds non-array cube maps to a cube array slot.
2018-01-11 12:33:38 +01:00
Philip Rebohle
c1d6c20066
[d3d11] Implemented D3D11 parts of append/consume buffers
2018-01-11 12:23:55 +01:00
Philip Rebohle
74722fa693
[dxvk] Implementing unbound resource handling (4/4)
...
The shader compiler now queries whether a constant buffer or texture is
bound before trying to access it for reading. This is not yet implemented
for image fetch operations, atomic operations, or buffer load/store ops.
2018-01-10 18:58:17 +01:00
Philip Rebohle
fe02c5d6b9
[dxvk] Implementing unbound resource handling (3/4)
...
The shader compiler will now generate specialization constants
for shader resources, uniform access views, and constant buffers.
2018-01-10 13:44:04 +01:00
Philip Rebohle
bde8ba9400
[dxbc] Simplified f16tof32 implementation
2018-01-10 09:16:42 +01:00
Philip Rebohle
da867d4bca
[dxvk] Replaced DxvkResourceType by VkImageViewType
2018-01-09 20:35:29 +01:00
Philip Rebohle
c7d0729e06
[dxbc] Fixed bit field instructions
2018-01-09 15:39:41 +01:00
Philip Rebohle
180cc35c84
[d3d11] Use VK_IMAGE_VIEW_TYPE_CUBE_ARRAY for non-array cube maps
...
Games may bind simple cube map views to a resource slot that requires
a cube map array view. Fixes GPU lockups in Nier: Automata.
2018-01-09 00:51:10 +01:00
Philip Rebohle
7fd1f57902
[dxbc] Fixed invalid types and IDs in generated SPIR-V
2018-01-08 22:26:45 +01:00
Philip Rebohle
7912f6c604
[dxbc] Track dimension of resource slots
...
This shall help binding dummy resources in case an application
binds none or an incompatible resource to a slot.
2018-01-08 13:39:37 +01:00
Philip Rebohle
7cc65be16b
[dxbc] Fixed redundant bitcasts
2018-01-07 21:04:23 +01:00
Philip Rebohle
f4cd90d6fa
[dxbc] Implemented vendor-specific workarounds in an attemt to fix Nvidia
2018-01-07 20:05:27 +01:00
Philip Rebohle
f7e1efbaaf
[dxbc] Fixed AtomicUmax emitting the wrong instruction
2018-01-05 19:48:45 +01:00
Philip Rebohle
1dfd62a118
[dxbc] Added debug name to x# registers
2018-01-05 16:46:17 +01:00
Philip Rebohle
c816078f13
[dxbc] Disabled clip and cull planes for now
...
We would have to write these values, but the feature
is currently not supported in the D3D11 implementation.
2018-01-03 12:46:04 +01:00
Philip Rebohle
6dfe09da7b
[dxbc,d3d11] Minor fixes
2018-01-03 12:26:27 +01:00
Philip Rebohle
da751a46f7
[dxbc] Removed in-shader bounds checking
...
It looks like this is not needed at the moment, and it needs more work.
2018-01-03 02:37:44 +01:00
Philip Rebohle
98bcfec0f3
[dxbc] More debug info for constant buffers
2018-01-02 20:20:52 +01:00
Philip Rebohle
bfac9eb737
[dxbc] Added bound checking for some texel fetch operations
2018-01-02 16:57:37 +01:00
Philip Rebohle
043330132f
[dxbc] Added experimental support for atomic operations
2018-01-02 12:07:49 +01:00
Philip Rebohle
8c0e797f37
[dxbc] Vertex inputs now respect attribute type
...
Fixes issues with integer attributes which were encountered in Nier: Automata.
2018-01-01 23:31:01 +01:00
Philip Rebohle
4fc2ea25b8
[dxbc] Implemented typed UAV load/store
2018-01-01 17:14:06 +01:00
Philip Rebohle
5332891748
[dxbc] Implemented switch-case instructions
2017-12-30 17:22:36 +01:00
Philip Rebohle
006e1b25e6
[d3d11] Fixed shader semantic name comparison
2017-12-30 15:30:31 +01:00
Philip Rebohle
e740adfcb7
[dxbc] Implemented f16 pack/unpack instructions
2017-12-30 13:18:31 +01:00
Philip Rebohle
f93745adcf
[dxbc] Implemented bfi and bfe instructions
2017-12-30 03:44:19 +01:00
Philip Rebohle
1373fe5fcc
[dxbc] Implemented bufinfo instruction
2017-12-30 01:26:37 +01:00
Philip Rebohle
b968aa0472
[dxbc] Implemented continue instructions
2017-12-29 22:54:25 +01:00
Philip Rebohle
298eeedcc4
[dxbc] Implemented round instructions
...
Also fixed potential numerical stability issues in with min/max
instructions and saturation when an operand is NaN.
2017-12-29 19:26:59 +01:00
Philip Rebohle
5df89fb657
[dxbc] Fixed OpImageRead and OpImageWrite operand types
2017-12-29 12:11:19 +01:00
Philip Rebohle
a51439fb29
[dxbc] Implemented thread group shared memory and barriers
2017-12-29 00:51:31 +01:00
Philip Rebohle
847bfdd8ae
[dxbc] Implemented raw and structured UAV stores
2017-12-28 18:37:02 +01:00
Philip Rebohle
a72727a173
[dxbc] Added support for structured and raw buffers
2017-12-28 16:03:17 +01:00
Philip Rebohle
7f5fa18d0b
[dxbc] Enabled SPV_KHR_shader_draw_parameters for vertex shaders
2017-12-27 14:31:38 +01:00
Philip Rebohle
5ce975eed9
[dxbc] Fixed SV_VERTEXID and SV_INSTANCEID
...
Apparently, these two system values ignore the base vertex
and base instance from the draw call. This is not documented,
but in line with what the AMD driver does on Windows.
2017-12-27 12:49:25 +01:00
Philip Rebohle
24b9d9d99a
[dxbc] Experimental support for ld,resinfo
2017-12-27 01:37:15 +01:00
Philip Rebohle
3762df6cb6
[d3d11] Added proper support for 1D and 3D shader resources
2017-12-24 13:33:22 +01:00
Philip Rebohle
89290e9eab
[dxbc] Minor fixes
2017-12-22 20:15:44 +01:00
Philip Rebohle
f301633516
[dxbc] Compute shader prep work
2017-12-21 17:27:40 +01:00
Philip Rebohle
46717529fa
[dxbc] Implemented unsigned comparators and sample_l
2017-12-21 17:14:11 +01:00
Philip Rebohle
3e4e5191a8
[dxbc] Increased number of clip/cull distances
...
Clip and cull distances can be defined as multi-component
vectors in D3D11. We still need to figure out how to map
them to the actuall cull distance array.
2017-12-21 16:28:42 +01:00
Philip Rebohle
f947fb5d44
[dxbc] Refactored system value mapping
...
Restores geometry shader support.
2017-12-21 16:00:36 +01:00
Philip Rebohle
2e4275649e
[dxbc] Implemented input mapping + sample controls
...
Input variables are now copied into a temporary array, which allows
dynamic indexing and which also allows us to use system values that
are mapped to input registers in DXBC. This breaks geometry shaders
for now, however.
2017-12-21 12:37:20 +01:00
Philip Rebohle
109ce0a695
[dxbc] Implemented sample_d and vector shift instructions
2017-12-20 23:50:39 +01:00
Philip Rebohle
6ff709513c
[dxbc] Added indexable temps
2017-12-20 22:50:05 +01:00
Philip Rebohle
41d660f220
[spirv] Added image operand structure for more flexible sample ops
2017-12-20 20:21:44 +01:00
Philip Rebohle
659ec7b59d
[d3d11] Added DXGI format properties
2017-12-20 14:54:24 +01:00
Philip Rebohle
b4e10b7f06
[dxbc] Fixed sampler types for depth-compare operations
2017-12-20 13:41:04 +01:00
Philip Rebohle
2ed2d892d6
[dxvk] Optimized resource binding
...
Fixes a few bottlenecks that were encountered in the Cascading Shadow
Maps demo from the Microsoft SDK. Performance is now slightly better
than wined3d with CSMT, MESA_NO_ERROR and mesa_glthread enabled.
2017-12-20 12:13:08 +01:00
Philip Rebohle
9865474bb4
[dxbc] Initial shadow sampler support
2017-12-20 00:16:49 +01:00
Philip Rebohle
d1720c0c52
[dxbc] Implemented derivatives
2017-12-19 20:26:05 +01:00
Philip Rebohle
5415b685de
[dxbc] Implemented type conversion instructions
2017-12-19 18:12:18 +01:00
Philip Rebohle
95bc4b5826
[dxbc] Added immediate constant buffer support
2017-12-19 17:41:23 +01:00
Philip Rebohle
64a74735f8
[dxbc] oDepth no longer treated as standard output register
...
Fixes a crash in the shader compiler when starting up Tomb Raider.
2017-12-19 12:58:40 +01:00
Philip Rebohle
6df9fc75d2
[dxbc] Implemented some new bit-wise logical instructions
2017-12-19 00:45:31 +01:00
Philip Rebohle
13d4a3d87d
[dxbc] Fixed bug with constant vector operands
2017-12-18 18:02:15 +01:00
Philip Rebohle
6cc3ff4ad8
[dxbc] Basic geometry shader (sm4) support
2017-12-18 16:41:05 +01:00
Philip Rebohle
1e08c0744f
[dxbc] Implemented basic control flow instuctions
2017-12-18 11:53:28 +01:00
Philip Rebohle
858913ec0c
[dxbc] Shader decoder and compiler overhaul (2/2)
...
Removed the old decoder and the old shader compiler
and added documentation to the new structures.
2017-12-18 00:46:44 +01:00
Philip Rebohle
47347e38da
[dxbc] Shader decoder and compiler overhaul (1/2)
...
Major rewrite of the entire shader decoder to generate easy
to parse data structures for the compiler, which ultimately
allows new instructions to be implemented more easily.
2017-12-18 00:28:54 +01:00
Philip Rebohle
2f99be9546
[dxbc] Implemented conditional move and comparison instructions
2017-12-17 01:36:41 +01:00
Philip Rebohle
2ad5f49f3e
[dxbc] Shader compiler rewrite (2/2)
2017-12-14 12:53:53 +01:00
Philip Rebohle
a4eb807215
[dxbc] Implemented SinCos, Min and Max instructions
2017-12-13 16:35:01 +01:00
Philip Rebohle
464a3e7d4e
[dxbc] Shader compiler rewrite (1/2)
...
Rewrote most parts of the shader compiler and removed the old one. The next
step is to improve documentation and remove the remaining traces of the old
shader compiler.
2017-12-13 15:32:54 +01:00
Philip Rebohle
0f26d1c627
[dxbc] Removed <optional> dependency
2017-12-12 13:00:37 +01:00
Philip Rebohle
22c3cd80a1
[dxbc] Implemented mad instruction
2017-12-11 14:36:35 +01:00
Philip Rebohle
93f79742e9
[dxbc] Scalar values can be expanded to multiple vector components during a store operation
2017-12-10 22:35:55 +01:00
Philip Rebohle
d941446ca0
[dxbc] Fixed bug in decoder that would return wrong component masks
2017-12-10 21:13:22 +01:00
Philip Rebohle
9acc9bf3e0
[dxbc] Implemented Rsq instruction
2017-12-10 20:01:38 +01:00
Philip Rebohle
b4493d90d8
[dxbc] Initial support for sample instruction
2017-12-10 12:08:20 +01:00
Philip Rebohle
7c03495d74
[dxbc] Implemented shader resource declaration for images
2017-12-10 10:34:18 +01:00