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mirror of https://github.com/doitsujin/dxvk.git synced 2024-12-14 18:23:52 +01:00
Commit Graph

425 Commits

Author SHA1 Message Date
Philip Rebohle
79ecd4e94a
[dxbc] Pass new binding info struct to shaders 2022-06-28 14:32:31 +02:00
Philip Rebohle
304d0549d5
[dxbc] Implement range check for private array reads
We already do this for stores.
2022-04-21 18:06:41 +02:00
Philip Rebohle
8993560cde [dxbc] Use new DxvkShader constructor 2022-04-18 13:20:16 +02:00
Philip Rebohle
0db26a0456
[dxbc] Actually do the skip range check thing properly
Turns out the first attempt only worked because my test case didn't
do any dynamically indexed stores at all, but broke everything else.
Oops.
2022-03-24 12:53:29 +01:00
Philip Rebohle
3ecd13cec2
[dxbc] Only emit temp array range check for dynamically indexed stores
Generates less code and makes things slightly more readable.
2022-03-24 12:47:40 +01:00
Philip Rebohle
c590736fec
[dxbc] Generate smallest possible vectors for local arrays
FXC is buggy and always emits vec4 in the array declaration,
so we'll have to analyze the used components ourselves.
2022-03-24 12:47:40 +01:00
Philip Rebohle
e440fa26ab
[dxbc] Handle fallthrough around default properly 2022-03-23 15:32:45 +01:00
Philip Rebohle
b015cf0bb2
[dxbc] Support switch-case fallthrough
Apparently this is a thing in Shader Model 4, although FXC cannot emit it.
2022-03-22 17:32:43 +01:00
Georg Lehmann
2550cff149 [build] Cleanup build system.
No changes except dropping support for msvc before 15.3.
2022-03-17 01:38:58 +00:00
Joshua Ashton
b96f65be31 [dxbc] Use new [[fallthrough]] attribute 2022-03-10 00:47:38 +01:00
Philip Rebohle
2f01df82d2
[dxbc] Fix invalid NonReadable/NonWritable decorations 2021-09-09 19:35:51 +02:00
Philip Rebohle
5db76784bd
[dxbc] Accurately determine access flags for UAVs 2021-09-09 15:53:02 +02:00
Georg Lehmann
789e19d2ac [dxbc] Use BitMask helper 2021-08-16 08:49:46 -07:00
Philip Rebohle
546bd6f462
[dxbc] Fix swizzles in lod instruction
Fixes #1764.
2021-08-05 22:57:58 +02:00
Philip Rebohle
e379f472f6
[dxbc] Implement hack to treat multisampled textures as normal textures 2021-07-02 05:52:05 +02:00
Philip Rebohle
81664fce44
[dxbc] Remove atomic counter workaround for ancient Mesa versions
No one should be using Mesa 19.0 at this point.
2021-06-18 15:44:58 +02:00
Philip Rebohle
7beb344f6f
[dxbc] Remove dxvk.useEarlyDiscard option
No longer relevant on drivers that support DemoteToHelperInvocation.
Closes #2109.
2021-06-18 15:44:27 +02:00
Philip Rebohle
a1f3f6c971
[dxbc] Remove old RADV/LLVM workaround for early discard
We have Demote now, and ACO is the default.
2021-05-27 00:40:59 +02:00
Philip Rebohle
cf4ff820be
[dxbc] Handle shaders without refactoringAllowed flag 2021-03-18 17:46:45 +01:00
Philip Rebohle
96e1079526
[dxbc] Set usesDerivatives for gather and LOD query operations as well
Because these do implicitly use derivatives.
2021-02-21 14:24:54 +01:00
Philip Rebohle
0ba3e693c9
[dxbc] Clean up some texture handling code 2021-02-20 23:39:15 +01:00
Philip Rebohle
2d670ec3db
[dxbc] Enable capabilities for float control modes
Fixes some validation errors (but seriously, why does everything
have to be a capability in SPIR-V?)
2021-01-29 16:29:39 +01:00
Philip Rebohle
3a993d0c5c
[dxvk] Use only one spec constant for fragment shader output component mapping
Let's trust the driver to be able to constant-fold bitfieldExtract operations.
2021-01-29 16:17:07 +01:00
Philip Rebohle
307f43ff1e [d3d11] Introduce option to disable float controls
And disable for SotTR since it introduces rendering issues.
2021-01-28 20:32:38 +01:00
Philip Rebohle
1478011822
[dxbc] Enable NaN fixup by default on older RADV versions
And get rid of a whole bunch of game-specific workarounds.
2021-01-28 19:37:10 +01:00
Philip Rebohle
f5fa7a9099
[dxbc] Set float control bits as necessary 2021-01-28 19:37:10 +01:00
Philip Rebohle
538b55921e
[dxbc] Conditionally return zeroes for unbound textures in shader
May allow the driver to optimize away texture operations.
2020-11-24 18:39:20 +01:00
Philip Rebohle
45461ee54e
[dxbc] Use opSelect for unbound texel fetch instructions
Generates less annoying code compared to control flow instructions,
and drivers should be able to optimize away the texture instruction
anyway since the bound state is a specialization constant.
2020-11-24 18:36:40 +01:00
Philip Rebohle
61a07fc9b9
[dxbc] Fix up incorrect infinity returned by f32tof16
Completely insane fix for #1826.
2020-11-21 01:25:03 +01:00
Philip Rebohle
f81395c742
[dxbc] Fix operand modifiers on 64-bit types 2020-10-22 12:43:04 +02:00
Rhys Perry
73cb711f32 [dxbc] Bounds-check temporary array stores
Fixes flickering terrain in Just Cause 3 on RADV and possibly ANV.
2020-09-14 16:56:06 +02:00
Philip Rebohle
5750a7d85c
[dxbc] Fix the udiv crap again 2020-03-26 17:17:01 +01:00
Joshua Ashton
62c2c9cd15 [dxbc] Handle 0 divisors in UDiv
UDiv is defined as having 0xffffffff as both the quotient and remainder value when the divisor is 0

This fixes vertex corruption on the water bottles in Half-Life: Alyx
https://github.com/ValveSoftware/Proton/issues/3681

https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/udiv--sm4---asm-
2020-03-26 10:49:42 +01:00
Philip Rebohle
313d46984d
[dxbc] Fix memory semantics for atomic operations 2020-02-13 01:15:44 +01:00
Philip Rebohle
f12ddfa4d3
[dxbc] Fix line tessellation factor ordering 2020-02-12 12:00:46 +01:00
Philip Rebohle
76a6f6eab9
[dxbc] Add option to force memory barriers after shared memory stores 2020-02-08 00:48:42 +01:00
Philip Rebohle
9721938e57
[d3d11] Introduce d3d11.invariantPosition option
Apparently it's better to make app profiles than risk tanking
performance for all applications. Invariance rules in D3D11 are
undocumented so it's not clear what the correct solution is.
2020-01-23 01:28:19 +01:00
Philip Rebohle
11f08c7dea
[dxbc] Declare vertex positions as invariant
Otherwise, games relying on different vertex shaders to produce
the same numerical results may suffer from Z-fighting issues.

Fixes #1364.
2020-01-22 23:59:51 +01:00
Philip Rebohle
6690a31d8d [dxbc] Don't enable SPV_KHR_shader_draw_parameters
Core in SPIR-V 1.3.
2020-01-17 17:46:59 +01:00
Philip Rebohle
31948cae8c [spirv] Allow specifying the SPIR-V version explicitly
We're going to use some SPIR-V 1.4 features for D3D11 if supported,
but 1.4 is not supported by all implementations.
2019-12-18 17:36:46 +01:00
Philip Rebohle
27ea176295
[d3d11] Remove d3d11.strictDivision option 2019-11-30 20:39:32 +01:00
Philip Rebohle
3b030d9569
[dxbc] Implement workaround to replace NaN render target outputs by zero 2019-11-30 20:39:32 +01:00
Philip Rebohle
49e7df96ec
[dxbc] Emit a spec constant for uniform buffers
This partially reverts commit fd547b666e.

For some reason, not doing so breaks Overwatch (because of course it does).
2019-11-28 00:55:38 +01:00
Philip Rebohle
e95bc3256f
[d3d11] Move handling of constantBufferRangeCheck option to D3D11Options 2019-10-30 10:57:36 +01:00
Philip Rebohle
c4e5323e0e
[dxbc] Remove old constant buffer range check 2019-10-28 17:52:50 +01:00
Philip Rebohle
fd547b666e
[dxbc] Don't emit a spec constant for uniform buffers 2019-10-28 15:44:02 +01:00
Philip Rebohle
3d213efe53
[dxbc] Use SSBOs for dynamically indexed constant buffers if needed
SSBOs are tightly bound-checked on all Nvidia GPUs, so this allows for
a more accurate workaround for games relying on OOB access behaviour.
2019-10-28 15:42:46 +01:00
Philip Rebohle
68760f5b20
[dxbc] Parse dynamically indexed flag for constant buffers 2019-10-28 14:15:44 +01:00
Philip Rebohle
6888a98c89
[dxbc] Always set geometry shader invocation count
Fixes validation errors when the DXBC shader does not specify
the invocation count itself.
2019-10-26 23:19:59 +02:00
Philip Rebohle
144f4badef
[dxbc] Always allocate at least one input array element
Turns out that shaders with no inputs can still have an input signature,
in which case we were generating a zero-length array which is illegal.
2019-10-26 23:13:59 +02:00