Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
50afaf4a by Giovanni Mascellani at 2025-07-29T12:53:00+02:00
vkd3d-shader: Use iterators in vsir_program_scan().
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812f6faa by Giovanni Mascellani at 2025-07-29T12:53:00+02:00
vkd3d-shader/ir: Use iterators in vsir_program_normalize_addr().
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247fbd86 by Giovanni Mascellani at 2025-07-29T13:12:58+02:00
vkd3d-shader/ir: Use iterators in vsir_program_ensure_ret().
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68056129 by Giovanni Mascellani at 2025-07-29T13:13:53+02:00
vkd3d-shader: Use the structure names when creating the parameter allocators.
So that it doesn't depend on the instruction array implementation.
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3 changed files:
- libs/vkd3d-shader/ir.c
- libs/vkd3d-shader/vkd3d_shader_main.c
- libs/vkd3d-shader/vkd3d_shader_private.h
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/aba355896ffb28ce3fccb202524c…
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View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/aba355896ffb28ce3fccb202524c…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
bdccdd99 by Giovanni Mascellani at 2025-07-29T12:28:09+02:00
vkd3d-shader/d3d-asm: Emit precise flags for a number of opcodes.
I've seen them specifically on RESINFO, but it general it makes
sense to print them for any opcode that expects a bit field in
the flags.
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53754f05 by Giovanni Mascellani at 2025-07-29T12:31:23+02:00
vkd3d-shader/spirv: Support precise flags on RESINFO instructions.
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52b9ef04 by Giovanni Mascellani at 2025-07-29T12:31:36+02:00
vkd3d-shader/spirv: Support precise flags on SAMPLE_INFO instructions.
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3797c922 by Giovanni Mascellani at 2025-07-29T12:50:23+02:00
tests/hlsl: Test SV_GSInstanceID.
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22f84317 by Giovanni Mascellani at 2025-07-29T12:51:06+02:00
vkd3d-shader/ir: Check that GSINSTID registers have dimension VEC4.
I had set it to SCALAR in an earlier commit, but I hadn't noticed
it failed validation.
Also fix the HLSL compiler to emit them accordingly.
Fixes: dfc18781cc46af636cc49c7cf0b1949589499df9
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aba35589 by Giovanni Mascellani at 2025-07-29T12:51:06+02:00
vkd3d-shader/hlsl: Reject geometry shaders with instance count.
We currently emit a warning and miscompile them.
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9 changed files:
- libs/vkd3d-shader/d3d_asm.c
- libs/vkd3d-shader/hlsl_codegen.c
- libs/vkd3d-shader/ir.c
- libs/vkd3d-shader/spirv.c
- libs/vkd3d-shader/tpf.c
- tests/hlsl/geometry.shader_test
- tests/shader_runner.c
- tests/shader_runner_d3d11.c
- tests/shader_runner_d3d12.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/f7866df201e491aa6033cc4618ab…
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View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/f7866df201e491aa6033cc4618ab…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
6ed0bd0b by Giovanni Mascellani at 2025-07-28T16:27:58+02:00
vkd3d-shader/msl: Ignore the interpolation mode for output variables.
They are meaningless, but some frontends (e.g., DXIL) set them
nevertheless.
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16b06c29 by Giovanni Mascellani at 2025-07-28T16:27:58+02:00
vkd3d-shader/msl: Emit indexable temps with the appropriate component count.
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9476a235 by Giovanni Mascellani at 2025-07-28T16:27:58+02:00
vkd3d-shader/msl: Use the union type for SAMPLEMASK registers.
Function msl_print_assignment() doesn't currently handle bitcasts
when the left operand has a specific (rather than a union) type.
We could also fix the function, and maybe it wouldn't be a bad
idea anyway, but using the union type seems more in the spirit
of the MSL backend anyway.
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7df92b6e by Giovanni Mascellani at 2025-07-28T16:27:58+02:00
vkd3d-shader/msl: Reject shaders with duplicate I/O target locations.
We'll have to handle them eventually, but let's avoid generating
invalid code in the meantime.
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3cf35ce2 by Giovanni Mascellani at 2025-07-28T16:31:57+02:00
vkd3d-shader/msl: Convert the results of load and sample operations to the destination data type.
This should eventually go away when we properly enforce vsir typing,
but since for the moment we're resolving to hack, let's at least
make it compatible with DXIL.
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f7866df2 by Giovanni Mascellani at 2025-07-28T16:32:40+02:00
vkd3d-shader/dxil: Emit gather offsets as signed.
This is important for the MSL generator, otherwise invalid MSL
is emitted.
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2 changed files:
- libs/vkd3d-shader/dxil.c
- libs/vkd3d-shader/msl.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/19bc3ec1041c53e14aafa6a3b416…
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View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/19bc3ec1041c53e14aafa6a3b416…
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Henri Verbeet pushed to branch master at wine / vkd3d
Commits:
dcd1747f by Nikolay Sivov at 2025-07-28T16:21:32+02:00
vkd3d-shader/fx: Handle regular shader blobs when parsing the state data.
For the pass shader states this blob will contain compiled shaders, for other
state types it will contain expression code. Complex state data is stored separately,
tracing it back to actual state type will require keeping track of already parsed states.
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2c49f044 by Nikolay Sivov at 2025-07-28T16:22:13+02:00
vkd3d-shader/fx: Do not attempt to parse expressions without code section.
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1 changed file:
- libs/vkd3d-shader/fx.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/0652cb4adbcad90fad4c5b79a125…
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View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/0652cb4adbcad90fad4c5b79a125…
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