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Commit Graph

481 Commits

Author SHA1 Message Date
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)"
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
Philip Rebohle
939faeaf27 [dxbc] Implemented sampler declaration 2017-12-10 03:39:35 +01:00
Philip Rebohle
bfb05f24b8 [dxbc] Implemented support for MUL instruction 2017-12-09 01:49:30 +01:00
Philip Rebohle
c90bc3e946 [dxbc] Implemented proper resource slot mapping 2017-12-08 22:30:41 +01:00
Philip Rebohle
feab720ddb [spirv] Added methods to force type declaration for arrays and structs 2017-12-08 19:50:36 +01:00
Philip Rebohle
0610296248 [d3d11] Implemented constant buffer binding 2017-12-08 19:39:33 +01:00
Philip Rebohle
e872448ca3 [dxbc] Refactored shader compiler to return a DxvkShader 2017-12-08 18:14:05 +01:00
Philip Rebohle
a2f66025f8 [dxbc] Implemented constant buffers 2017-12-08 17:08:26 +01:00
Philip Rebohle
9f4cc6b77d [dxbc] Minor cleanups 2017-12-08 15:30:12 +01:00