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Giovanni Mascellani : tests: Test using SV_RenderTargetArrayIndex in the vertex shader.
by Alexandre Julliard
22 Jan '24
22 Jan '24
Module: vkd3d Branch: master Commit: 245cce02bd501cd53f8bde961e40d51c7bf5a6ff URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/245cce02bd501cd53f8bde961e40d…
Author: Giovanni Mascellani <gmascellani(a)codeweavers.com> Date: Mon Jan 22 15:01:11 2024 +0100 tests: Test using SV_RenderTargetArrayIndex in the vertex shader. --- tests/d3d12.c | 95 +++++++++++++++++++++++++---------------------------------- 1 file changed, 40 insertions(+), 55 deletions(-) diff --git a/tests/d3d12.c b/tests/d3d12.c index 9c8601bf..c4952953 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -576,6 +576,21 @@ static bool are_typed_uav_load_additional_formats_supported(ID3D12Device *device return options.TypedUAVLoadAdditionalFormats; } +static bool is_vs_array_index_supported(ID3D12Device *device) +{ + D3D12_FEATURE_DATA_D3D12_OPTIONS options; + HRESULT hr; + + if (FAILED(hr = ID3D12Device_CheckFeatureSupport(device, + D3D12_FEATURE_D3D12_OPTIONS, &options, sizeof(options)))) + { + trace("Failed to check feature support, hr %#x.\n", hr); + return false; + } + + return options.VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation; +} + #define create_cb_root_signature(a, b, c, e) create_cb_root_signature_(__LINE__, a, b, c, e) static ID3D12RootSignature *create_cb_root_signature_(unsigned int line, ID3D12Device *device, unsigned int reg_idx, D3D12_SHADER_VISIBILITY shader_visibility, @@ -28143,59 +28158,22 @@ static void test_ps_layer(void) static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const char vs_code[] = - "void main(in uint vertex_id : SV_VertexID, out uint layer : LAYER)\n" + "float4 main(in uint vertex_id : SV_VertexID, in uint instance_id : SV_InstanceID,\n" + " out uint layer : SV_RenderTargetArrayIndex) : SV_Position\n" "{\n" - " layer = vertex_id;\n" + " layer = instance_id;\n" + " switch (vertex_id)\n" + " {\n" + " case 0:\n" + " return float4(-1, 1, 0, 1);\n" + " case 1:\n" + " return float4(3, 1, 0, 1);\n" + " case 2:\n" + " return float4(-1, -3, 0, 1);\n" + " default:\n" + " return float4(0, 0, 0, 0);\n" + " }\n" "}\n"; - static const DWORD gs_code[] = - { -#if 0 - struct gs_in - { - uint layer : LAYER; - }; - - struct gs_out - { - float4 position : SV_Position; - uint layer : SV_RenderTargetArrayIndex; - }; - - [maxvertexcount(3)] - void main(point gs_in vin[1], inout TriangleStream<gs_out> vout) - { - gs_out o; - - o.layer = vin[0].layer; - - o.position = float4(-1, 1, 0, 1); - vout.Append(o); - - o.position = float4(3, 1, 0, 1); - vout.Append(o); - - o.position = float4(-1, -3, 0, 1); - vout.Append(o); - } -#endif - 0x43425844, 0x2589d822, 0x7557587c, 0x7d7e9cc0, 0x6bad86aa, 0x00000001, 0x000001fc, 0x00000003, - 0x0000002c, 0x0000005c, 0x000000cc, 0x4e475349, 0x00000028, 0x00000001, 0x00000008, 0x00000020, - 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000101, 0x4559414c, 0xabab0052, 0x3547534f, - 0x00000068, 0x00000002, 0x00000008, 0x00000000, 0x00000040, 0x00000000, 0x00000001, 0x00000003, - 0x00000000, 0x0000000f, 0x00000000, 0x0000004c, 0x00000000, 0x00000004, 0x00000001, 0x00000001, - 0x00000e01, 0x505f5653, 0x7469736f, 0x006e6f69, 0x525f5653, 0x65646e65, 0x72615472, 0x41746567, - 0x79617272, 0x65646e49, 0xabab0078, 0x58454853, 0x00000128, 0x00020050, 0x0000004a, 0x0100086a, - 0x0400005f, 0x00201012, 0x00000001, 0x00000000, 0x0100085d, 0x0300008f, 0x00110000, 0x00000000, - 0x0100285c, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x04000067, 0x00102012, 0x00000001, - 0x00000004, 0x0200005e, 0x00000003, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, 0xbf800000, - 0x3f800000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, 0x00000000, - 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002, - 0x40400000, 0x3f800000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001, 0x0020100a, - 0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, - 0x00004002, 0xbf800000, 0xc0400000, 0x00000000, 0x3f800000, 0x06000036, 0x00102012, 0x00000001, - 0x0020100a, 0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x0100003e, - }; - static const D3D12_SHADER_BYTECODE gs = {gs_code, sizeof(gs_code)}; static const char ps_code[] = "float4 main(float4 p : SV_Position, uint layer : SV_RenderTargetArrayIndex) : SV_Target0\n" "{\n" @@ -28226,14 +28204,21 @@ static void test_ps_layer(void) ID3D10Blob_Release(ps_bytecode); return; } + + if (!is_vs_array_index_supported(context.device)) + { + skip("The device does not support SV_RenderTargetArrayIndex in VS.\n"); + destroy_test_context(&context); + return; + } + device = context.device; command_list = context.list; queue = context.queue; init_pipeline_state_desc(&pso_desc, context.root_signature, context.render_target_desc.Format, &vs, &ps, NULL); - pso_desc.GS = gs; - pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_POINT; + pso_desc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; hr = ID3D12Device_CreateGraphicsPipelineState(device, &pso_desc, &IID_ID3D12PipelineState, (void **)&context.pipeline_state); ok(hr == S_OK, "Failed to create graphics pipeline state, hr %#x.\n", hr); @@ -28245,8 +28230,8 @@ static void test_ps_layer(void) ID3D12GraphicsCommandList_RSSetViewports(command_list, 1, &context.viewport); ID3D12GraphicsCommandList_SetGraphicsRootSignature(command_list, context.root_signature); ID3D12GraphicsCommandList_SetPipelineState(command_list, context.pipeline_state); - ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_POINTLIST); - ID3D12GraphicsCommandList_DrawInstanced(command_list, 6, 1, 0, 0); + ID3D12GraphicsCommandList_IASetPrimitiveTopology(command_list, D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ID3D12GraphicsCommandList_DrawInstanced(command_list, 3, 6, 0, 0); transition_resource_state(command_list, context.render_target, D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
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Giovanni Mascellani : tests: Compile HLSL shaders at runtime in test_ps_layer().
by Alexandre Julliard
22 Jan '24
22 Jan '24
Module: vkd3d Branch: master Commit: 5ddf745d95fe15a841fdb1170027dfdb0ecb85b0 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/5ddf745d95fe15a841fdb1170027d…
Author: Giovanni Mascellani <gmascellani(a)codeweavers.com> Date: Mon Jan 22 14:50:17 2024 +0100 tests: Compile HLSL shaders at runtime in test_ps_layer(). --- tests/d3d12.c | 62 ++++++++++++++++++++++++----------------------------------- 1 file changed, 25 insertions(+), 37 deletions(-) diff --git a/tests/d3d12.c b/tests/d3d12.c index 1fd07cca..9c8601bf 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -28132,7 +28132,9 @@ static void test_ps_layer(void) { D3D12_GRAPHICS_PIPELINE_STATE_DESC pso_desc; ID3D12GraphicsCommandList *command_list; + ID3D10Blob *vs_bytecode, *ps_bytecode; struct test_context_desc desc; + D3D12_SHADER_BYTECODE vs, ps; struct test_context context; ID3D12CommandQueue *queue; ID3D12Device *device; @@ -28140,23 +28142,11 @@ static void test_ps_layer(void) HRESULT hr; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; - static const DWORD vs_code[] = - { -#if 0 - void main(in uint vertex_id : SV_VertexID, out uint layer : LAYER) - { - layer = vertex_id; - } -#endif - 0x43425844, 0xd2b4abd8, 0xf9adf7df, 0xed1b4eb0, 0x4bf54391, 0x00000001, 0x000000d8, 0x00000003, - 0x0000002c, 0x00000060, 0x00000090, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, - 0x00000000, 0x00000006, 0x00000001, 0x00000000, 0x00000101, 0x565f5653, 0x65747265, 0x00444978, - 0x4e47534f, 0x00000028, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000001, - 0x00000000, 0x00000e01, 0x4559414c, 0xabab0052, 0x58454853, 0x00000040, 0x00010050, 0x00000010, - 0x0100086a, 0x04000060, 0x00101012, 0x00000000, 0x00000006, 0x03000065, 0x00102012, 0x00000000, - 0x05000036, 0x00102012, 0x00000000, 0x0010100a, 0x00000000, 0x0100003e, - }; - static const D3D12_SHADER_BYTECODE vs = {vs_code, sizeof(vs_code)}; + static const char vs_code[] = + "void main(in uint vertex_id : SV_VertexID, out uint layer : LAYER)\n" + "{\n" + " layer = vertex_id;\n" + "}\n"; static const DWORD gs_code[] = { #if 0 @@ -28206,26 +28196,11 @@ static void test_ps_layer(void) 0x0020100a, 0x00000000, 0x00000000, 0x03000075, 0x00110000, 0x00000000, 0x0100003e, }; static const D3D12_SHADER_BYTECODE gs = {gs_code, sizeof(gs_code)}; - static const DWORD ps_code[] = - { -#if 0 - float4 main(float4 p : SV_Position, uint layer : SV_RenderTargetArrayIndex) : SV_Target0 - { - return layer / 255.0; - } -#endif - 0x43425844, 0x53474926, 0xbd247b84, 0x389660f4, 0x331cf598, 0x00000001, 0x00000140, 0x00000003, - 0x0000002c, 0x00000094, 0x000000c8, 0x4e475349, 0x00000060, 0x00000002, 0x00000008, 0x00000038, - 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x00000044, 0x00000000, 0x00000004, - 0x00000001, 0x00000001, 0x00000101, 0x505f5653, 0x7469736f, 0x006e6f69, 0x525f5653, 0x65646e65, - 0x72615472, 0x41746567, 0x79617272, 0x65646e49, 0xabab0078, 0x4e47534f, 0x0000002c, 0x00000001, - 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, - 0x65677261, 0xabab0074, 0x58454853, 0x00000070, 0x00000050, 0x0000001c, 0x0100086a, 0x04000864, - 0x00101012, 0x00000001, 0x00000004, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000001, - 0x05000056, 0x00100012, 0x00000000, 0x0010100a, 0x00000001, 0x0a000038, 0x001020f2, 0x00000000, - 0x00100006, 0x00000000, 0x00004002, 0x3b808081, 0x3b808081, 0x3b808081, 0x3b808081, 0x0100003e, - }; - static const D3D12_SHADER_BYTECODE ps = {ps_code, sizeof(ps_code)}; + static const char ps_code[] = + "float4 main(float4 p : SV_Position, uint layer : SV_RenderTargetArrayIndex) : SV_Target0\n" + "{\n" + " return layer / 255.0;\n" + "}\n"; static const unsigned int expected_results[] = { 0x00000000, @@ -28236,11 +28211,21 @@ static void test_ps_layer(void) 0x05050505, }; + vs_bytecode = compile_shader(vs_code, sizeof(vs_code) - 1, "vs_4_0"); + vs = shader_bytecode_from_blob(vs_bytecode); + + ps_bytecode = compile_shader(ps_code, sizeof(ps_code) - 1, "ps_4_0"); + ps = shader_bytecode_from_blob(ps_bytecode); + memset(&desc, 0, sizeof(desc)); desc.rt_array_size = 6; desc.no_pipeline = true; if (!init_test_context(&context, &desc)) + { + ID3D10Blob_Release(vs_bytecode); + ID3D10Blob_Release(ps_bytecode); return; + } device = context.device; command_list = context.list; queue = context.queue; @@ -28273,6 +28258,9 @@ static void test_ps_layer(void) } destroy_test_context(&context); + + ID3D10Blob_Release(vs_bytecode); + ID3D10Blob_Release(ps_bytecode); } static void test_nop_tessellation_shaders(void)
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Giovanni Mascellani : vkd3d-shader/tpf: Support SV_ViewportArrayIndex in pixel and vertex shaders.
by Alexandre Julliard
22 Jan '24
22 Jan '24
Module: vkd3d Branch: master Commit: dc56320b3129f5f8cd04c0a2d1f070008ad52d9c URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/dc56320b3129f5f8cd04c0a2d1f07…
Author: Giovanni Mascellani <gmascellani(a)codeweavers.com> Date: Mon Jan 22 15:21:33 2024 +0100 vkd3d-shader/tpf: Support SV_ViewportArrayIndex in pixel and vertex shaders. --- libs/vkd3d-shader/tpf.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/libs/vkd3d-shader/tpf.c b/libs/vkd3d-shader/tpf.c index 5e3a6360..df10cd25 100644 --- a/libs/vkd3d-shader/tpf.c +++ b/libs/vkd3d-shader/tpf.c @@ -2808,6 +2808,7 @@ bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semant {"sv_position", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_POSITION}, {"sv_isfrontface", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_IS_FRONT_FACE}, {"sv_rendertargetarrayindex", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_RENDER_TARGET_ARRAY_INDEX}, + {"sv_viewportarrayindex", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_VIEWPORT_ARRAY_INDEX}, {"color", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_TARGET}, {"depth", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_DEPTH}, @@ -2821,6 +2822,7 @@ bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semant {"position", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_POSITION}, {"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_POSITION}, {"sv_rendertargetarrayindex", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_RENDER_TARGET_ARRAY_INDEX}, + {"sv_viewportarrayindex", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_VIEWPORT_ARRAY_INDEX}, }; bool needs_compat_mapping = ascii_strncasecmp(semantic->name, "sv_", 3);
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Giovanni Mascellani : vkd3d-shader/tpf: Support SV_InstanceID in vertex shaders.
by Alexandre Julliard
22 Jan '24
22 Jan '24
Module: vkd3d Branch: master Commit: 3a90f3e29dc99817c1a489e8051de6795ff65e98 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/3a90f3e29dc99817c1a489e8051de…
Author: Giovanni Mascellani <gmascellani(a)codeweavers.com> Date: Mon Jan 22 15:00:05 2024 +0100 vkd3d-shader/tpf: Support SV_InstanceID in vertex shaders. --- libs/vkd3d-shader/tpf.c | 1 + 1 file changed, 1 insertion(+) diff --git a/libs/vkd3d-shader/tpf.c b/libs/vkd3d-shader/tpf.c index 427c56f8..5e3a6360 100644 --- a/libs/vkd3d-shader/tpf.c +++ b/libs/vkd3d-shader/tpf.c @@ -2816,6 +2816,7 @@ bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semant {"sv_position", false, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_UNDEFINED}, {"sv_vertexid", false, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_VERTEX_ID}, + {"sv_instanceid", false, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_INSTANCE_ID}, {"position", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_POSITION}, {"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_POSITION},
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Giovanni Mascellani : vkd3d-shader/tpf: Support SV_RenderTargetArrayIndex in pixel and vertex shaders.
by Alexandre Julliard
22 Jan '24
22 Jan '24
Module: vkd3d Branch: master Commit: b500381b5c059e3a40aef04c899e981fb3e42497 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/b500381b5c059e3a40aef04c899e9…
Author: Giovanni Mascellani <gmascellani(a)codeweavers.com> Date: Mon Jan 22 14:48:45 2024 +0100 vkd3d-shader/tpf: Support SV_RenderTargetArrayIndex in pixel and vertex shaders. --- libs/vkd3d-shader/tpf.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/libs/vkd3d-shader/tpf.c b/libs/vkd3d-shader/tpf.c index ecd78484..427c56f8 100644 --- a/libs/vkd3d-shader/tpf.c +++ b/libs/vkd3d-shader/tpf.c @@ -2807,6 +2807,7 @@ bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semant {"position", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_POSITION}, {"sv_position", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_POSITION}, {"sv_isfrontface", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_IS_FRONT_FACE}, + {"sv_rendertargetarrayindex", false, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_RENDER_TARGET_ARRAY_INDEX}, {"color", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_TARGET}, {"depth", true, VKD3D_SHADER_TYPE_PIXEL, D3D_NAME_DEPTH}, @@ -2818,6 +2819,7 @@ bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semant {"position", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_POSITION}, {"sv_position", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_POSITION}, + {"sv_rendertargetarrayindex", true, VKD3D_SHADER_TYPE_VERTEX, D3D_NAME_RENDER_TARGET_ARRAY_INDEX}, }; bool needs_compat_mapping = ascii_strncasecmp(semantic->name, "sv_", 3);
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Giovanni Mascellani : vkd3d-shader/spirv: Use capability ShaderViewportIndexLayerEXT for decoration ViewportIndex.
by Alexandre Julliard
22 Jan '24
22 Jan '24
Module: vkd3d Branch: master Commit: 45495f54f26b3a3f7dcc1fadaf787e16f6c54c1b URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/45495f54f26b3a3f7dcc1fadaf787…
Author: Giovanni Mascellani <gmascellani(a)codeweavers.com> Date: Tue Jan 9 22:47:38 2024 +0100 vkd3d-shader/spirv: Use capability ShaderViewportIndexLayerEXT for decoration ViewportIndex. --- libs/vkd3d-shader/spirv.c | 26 +++++++++++++++++++++++++- 1 file changed, 25 insertions(+), 1 deletion(-) diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c index b28f94fb..e837fc2e 100644 --- a/libs/vkd3d-shader/spirv.c +++ b/libs/vkd3d-shader/spirv.c @@ -4270,7 +4270,31 @@ static void spirv_compiler_decorate_builtin(struct spirv_compiler *compiler, } break; case SpvBuiltInViewportIndex: - vkd3d_spirv_enable_capability(builder, SpvCapabilityMultiViewport); + switch (compiler->shader_type) + { + case VKD3D_SHADER_TYPE_PIXEL: + case VKD3D_SHADER_TYPE_GEOMETRY: + vkd3d_spirv_enable_capability(builder, SpvCapabilityMultiViewport); + break; + + case VKD3D_SHADER_TYPE_VERTEX: + case VKD3D_SHADER_TYPE_DOMAIN: + if (!spirv_compiler_is_target_extension_supported(compiler, + VKD3D_SHADER_SPIRV_EXTENSION_EXT_VIEWPORT_INDEX_LAYER)) + { + FIXME("The target environment does not support decoration ViewportIndex.\n"); + spirv_compiler_error(compiler, VKD3D_SHADER_ERROR_SPV_UNSUPPORTED_FEATURE, + "Cannot use SV_ViewportArrayIndex. " + "The target environment does not support decoration ViewportIndex."); + } + vkd3d_spirv_enable_capability(builder, SpvCapabilityShaderViewportIndexLayerEXT); + break; + + default: + spirv_compiler_error(compiler, VKD3D_SHADER_ERROR_SPV_INVALID_SHADER, + "Invalid use of SV_ViewportArrayIndex."); + break; + } break; case SpvBuiltInSampleId: vkd3d_spirv_enable_capability(builder, SpvCapabilitySampleRateShading);
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Giovanni Mascellani : vkd3d-shader/spirv: Use capability ShaderViewportIndexLayerEXT for decoration Layer.
by Alexandre Julliard
22 Jan '24
22 Jan '24
Module: vkd3d Branch: master Commit: 6ac525d6c3fafacff7e9b2d01dce9e38e67a3dd5 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/6ac525d6c3fafacff7e9b2d01dce9…
Author: Giovanni Mascellani <gmascellani(a)codeweavers.com> Date: Mon Jan 8 23:56:45 2024 +0100 vkd3d-shader/spirv: Use capability ShaderViewportIndexLayerEXT for decoration Layer. Capability Geometry allows to use the Layer builtin in geometry and pixel shaders. For vertex and domain shaders ShaderLayer should be used, but it's only available starting from SPIR-V 1.5. ShaderViewportIndexLayerEXT can be used instead with extension SPV_EXT_shader_viewport_index_layer. --- include/vkd3d_shader.h | 2 ++ libs/vkd3d-shader/spirv.c | 28 +++++++++++++++++++++++++++- libs/vkd3d/device.c | 9 +++++++-- libs/vkd3d/vkd3d_private.h | 3 ++- 4 files changed, 38 insertions(+), 4 deletions(-) diff --git a/include/vkd3d_shader.h b/include/vkd3d_shader.h index a9c9ccc4..449b3684 100644 --- a/include/vkd3d_shader.h +++ b/include/vkd3d_shader.h @@ -876,6 +876,8 @@ enum vkd3d_shader_spirv_extension VKD3D_SHADER_SPIRV_EXTENSION_EXT_DESCRIPTOR_INDEXING, /** \since 1.3 */ VKD3D_SHADER_SPIRV_EXTENSION_EXT_STENCIL_EXPORT, + /** \since 1.11 */ + VKD3D_SHADER_SPIRV_EXTENSION_EXT_VIEWPORT_INDEX_LAYER, VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SPIRV_EXTENSION), }; diff --git a/libs/vkd3d-shader/spirv.c b/libs/vkd3d-shader/spirv.c index ef0bfeab..b28f94fb 100644 --- a/libs/vkd3d-shader/spirv.c +++ b/libs/vkd3d-shader/spirv.c @@ -1933,6 +1933,8 @@ static bool vkd3d_spirv_compile_module(struct vkd3d_spirv_builder *builder, vkd3d_spirv_build_op_extension(&stream, "SPV_EXT_descriptor_indexing"); if (vkd3d_spirv_capability_is_enabled(builder, SpvCapabilityStencilExportEXT)) vkd3d_spirv_build_op_extension(&stream, "SPV_EXT_shader_stencil_export"); + if (vkd3d_spirv_capability_is_enabled(builder, SpvCapabilityShaderViewportIndexLayerEXT)) + vkd3d_spirv_build_op_extension(&stream, "SPV_EXT_shader_viewport_index_layer"); if (builder->ext_instr_set_glsl_450) vkd3d_spirv_build_op_ext_inst_import(&stream, builder->ext_instr_set_glsl_450, "GLSL.std.450"); @@ -4241,7 +4243,31 @@ static void spirv_compiler_decorate_builtin(struct spirv_compiler *compiler, spirv_compiler_emit_execution_mode(compiler, SpvExecutionModeDepthReplacing, NULL, 0); break; case SpvBuiltInLayer: - vkd3d_spirv_enable_capability(builder, SpvCapabilityGeometry); + switch (compiler->shader_type) + { + case VKD3D_SHADER_TYPE_PIXEL: + case VKD3D_SHADER_TYPE_GEOMETRY: + vkd3d_spirv_enable_capability(builder, SpvCapabilityGeometry); + break; + + case VKD3D_SHADER_TYPE_VERTEX: + case VKD3D_SHADER_TYPE_DOMAIN: + if (!spirv_compiler_is_target_extension_supported(compiler, + VKD3D_SHADER_SPIRV_EXTENSION_EXT_VIEWPORT_INDEX_LAYER)) + { + FIXME("The target environment does not support decoration Layer.\n"); + spirv_compiler_error(compiler, VKD3D_SHADER_ERROR_SPV_UNSUPPORTED_FEATURE, + "Cannot use SV_RenderTargetArrayIndex. " + "The target environment does not support decoration Layer."); + } + vkd3d_spirv_enable_capability(builder, SpvCapabilityShaderViewportIndexLayerEXT); + break; + + default: + spirv_compiler_error(compiler, VKD3D_SHADER_ERROR_SPV_INVALID_SHADER, + "Invalid use of SV_RenderTargetArrayIndex."); + break; + } break; case SpvBuiltInViewportIndex: vkd3d_spirv_enable_capability(builder, SpvCapabilityMultiViewport); diff --git a/libs/vkd3d/device.c b/libs/vkd3d/device.c index ea243977..75efa41f 100644 --- a/libs/vkd3d/device.c +++ b/libs/vkd3d/device.c @@ -98,6 +98,7 @@ static const struct vkd3d_optional_extension_info optional_device_extensions[] = VK_EXTENSION(EXT_ROBUSTNESS_2, EXT_robustness2), VK_EXTENSION(EXT_SHADER_DEMOTE_TO_HELPER_INVOCATION, EXT_shader_demote_to_helper_invocation), VK_EXTENSION(EXT_SHADER_STENCIL_EXPORT, EXT_shader_stencil_export), + VK_EXTENSION(EXT_SHADER_VIEWPORT_INDEX_LAYER, EXT_shader_viewport_index_layer), VK_EXTENSION(EXT_TEXEL_BUFFER_ALIGNMENT, EXT_texel_buffer_alignment), VK_EXTENSION(EXT_TRANSFORM_FEEDBACK, EXT_transform_feedback), VK_EXTENSION(EXT_VERTEX_ATTRIBUTE_DIVISOR, EXT_vertex_attribute_divisor), @@ -1546,8 +1547,6 @@ static HRESULT vkd3d_init_device_caps(struct d3d12_device *device, device->feature_options.StandardSwizzle64KBSupported = FALSE; device->feature_options.CrossNodeSharingTier = D3D12_CROSS_NODE_SHARING_TIER_NOT_SUPPORTED; device->feature_options.CrossAdapterRowMajorTextureSupported = FALSE; - /* SPV_EXT_shader_viewport_index_layer */ - device->feature_options.VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation = FALSE; device->feature_options.ResourceHeapTier = D3D12_RESOURCE_HEAP_TIER_2; /* Shader Model 6 support. */ @@ -1653,6 +1652,8 @@ static HRESULT vkd3d_init_device_caps(struct d3d12_device *device, vkd3d_free(vk_extensions); device->feature_options.PSSpecifiedStencilRefSupported = vulkan_info->EXT_shader_stencil_export; + device->feature_options.VPAndRTArrayIndexFromAnyShaderFeedingRasterizerSupportedWithoutGSEmulation = + vulkan_info->EXT_shader_viewport_index_layer; vkd3d_init_feature_level(vulkan_info, features, &device->feature_options); if (vulkan_info->max_feature_level < create_info->minimum_feature_level) @@ -1678,6 +1679,10 @@ static HRESULT vkd3d_init_device_caps(struct d3d12_device *device, vulkan_info->shader_extensions[vulkan_info->shader_extension_count++] = VKD3D_SHADER_SPIRV_EXTENSION_EXT_STENCIL_EXPORT; + if (vulkan_info->EXT_shader_viewport_index_layer) + vulkan_info->shader_extensions[vulkan_info->shader_extension_count++] + = VKD3D_SHADER_SPIRV_EXTENSION_EXT_VIEWPORT_INDEX_LAYER; + /* Disable unused Vulkan features. */ features->shaderTessellationAndGeometryPointSize = VK_FALSE; diff --git a/libs/vkd3d/vkd3d_private.h b/libs/vkd3d/vkd3d_private.h index 7d159a17..2841122a 100644 --- a/libs/vkd3d/vkd3d_private.h +++ b/libs/vkd3d/vkd3d_private.h @@ -55,7 +55,7 @@ #define VKD3D_MAX_COMPATIBLE_FORMAT_COUNT 6u #define VKD3D_MAX_QUEUE_FAMILY_COUNT 3u -#define VKD3D_MAX_SHADER_EXTENSIONS 3u +#define VKD3D_MAX_SHADER_EXTENSIONS 4u #define VKD3D_MAX_SHADER_STAGES 5u #define VKD3D_MAX_VK_SYNC_OBJECTS 4u #define VKD3D_MAX_DEVICE_BLOCKED_QUEUES 16u @@ -137,6 +137,7 @@ struct vkd3d_vulkan_info bool EXT_robustness2; bool EXT_shader_demote_to_helper_invocation; bool EXT_shader_stencil_export; + bool EXT_shader_viewport_index_layer; bool EXT_texel_buffer_alignment; bool EXT_transform_feedback; bool EXT_vertex_attribute_divisor;
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Henri Verbeet : vkd3d: Use debugstr_hresult() in d3d12_command_queue_submit_locked().
by Alexandre Julliard
22 Jan '24
22 Jan '24
Module: vkd3d Branch: master Commit: dd00e209ac7a55b411545e5e2d87f1b115821f82 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/dd00e209ac7a55b411545e5e2d87f…
Author: Henri Verbeet <hverbeet(a)codeweavers.com> Date: Wed Jan 17 18:01:57 2024 +0100 vkd3d: Use debugstr_hresult() in d3d12_command_queue_submit_locked(). --- libs/vkd3d/command.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index 5856c773..d146e322 100644 --- a/libs/vkd3d/command.c +++ b/libs/vkd3d/command.c @@ -6564,7 +6564,7 @@ static void d3d12_command_queue_submit_locked(struct d3d12_command_queue *queue) if (queue->op_queue.count == 1 && !queue->is_flushing) { if (FAILED(hr = d3d12_command_queue_flush_ops_locked(queue, &flushed_any))) - ERR("Cannot flush queue, hr %#x.\n", hr); + ERR("Failed to flush queue, hr %s.\n", debugstr_hresult(hr)); } }
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Henri Verbeet : vkd3d: Use debugstr_hresult() in d3d12_command_list_copy_incompatible_texture_region().
by Alexandre Julliard
22 Jan '24
22 Jan '24
Module: vkd3d Branch: master Commit: ebb2a31e509aa18b89b740d7e9053b27f5ae90e0 URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/ebb2a31e509aa18b89b740d7e9053…
Author: Henri Verbeet <hverbeet(a)codeweavers.com> Date: Wed Jan 17 17:55:19 2024 +0100 vkd3d: Use debugstr_hresult() in d3d12_command_list_copy_incompatible_texture_region(). --- libs/vkd3d/command.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index 9f9c19bd..5856c773 100644 --- a/libs/vkd3d/command.c +++ b/libs/vkd3d/command.c @@ -3706,7 +3706,7 @@ static void d3d12_command_list_copy_incompatible_texture_region(struct d3d12_com buffer_image_copy.imageExtent.height * buffer_image_copy.imageExtent.depth * layer_count; if (FAILED(hr = d3d12_command_list_allocate_transfer_buffer(list, buffer_size, &transfer_buffer))) { - ERR("Failed to allocate transfer buffer, hr %#x.\n", hr); + ERR("Failed to allocate transfer buffer, hr %s.\n", debugstr_hresult(hr)); return; }
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Henri Verbeet : vkd3d: Use debugstr_hresult() in vkd3d_wait_for_gpu_fence().
by Alexandre Julliard
22 Jan '24
22 Jan '24
Module: vkd3d Branch: master Commit: f6ef7c3f46e1c0baf2e53c4cb7e0cd390ed309de URL:
https://gitlab.winehq.org/wine/vkd3d/-/commit/f6ef7c3f46e1c0baf2e53c4cb7e0c…
Author: Henri Verbeet <hverbeet(a)codeweavers.com> Date: Tue Jan 16 12:24:54 2024 +0100 vkd3d: Use debugstr_hresult() in vkd3d_wait_for_gpu_fence(). --- libs/vkd3d/command.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libs/vkd3d/command.c b/libs/vkd3d/command.c index 4c39d00d..9f9c19bd 100644 --- a/libs/vkd3d/command.c +++ b/libs/vkd3d/command.c @@ -313,7 +313,7 @@ static void vkd3d_wait_for_gpu_fence(struct vkd3d_fence_worker *worker, TRACE("Signaling fence %p value %#"PRIx64".\n", waiting_fence->fence, waiting_fence->value); if (FAILED(hr = d3d12_fence_signal(waiting_fence->fence, waiting_fence->value, waiting_fence->u.vk_fence, false))) - ERR("Failed to signal D3D12 fence, hr %#x.\n", hr); + ERR("Failed to signal d3d12 fence, hr %s.\n", debugstr_hresult(hr)); d3d12_fence_decref(waiting_fence->fence);
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