- Oct 31, 2023
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If var->indexable, then the variable is given a unique register number, regardless of its lifetime.
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This field is now analogous to vkd3d_shader_register_index.rel_addr. Also, it makes sense to rename it now because all the constant part of the offset is now handled to hlsl_deref.const_offset. Consequently, it may also be NULL now.
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This is required to use SM4 relative addressing, because it is limited to whole-register granularity.
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This uint will be used for the following: - Since SM4's relative addressing (the capability of passing a register as an index to another register) only has whole-register granularity, we will need to make the offset node express the offset in whole-registers and specify the register component in this uint, otherwise we would have to add additional / and % operations in the output binary. - If, after we apply constant folding and copy propagation, we determine that the offset is a single constant node, we can store all the offset in this uint constant, and remove the offset src. This allows DCE to remove a good bunch of the nodes previously required only for the offset constants, which makes the output more liteweight and readable, and simplifies the implementation of relative addressing when writing tpf in the following patches. In dump_deref(), we use "c" to indicate components instead of whole registers. Since now both the offset node and the offset uint are in components a lowered deref would look like: var[@42c + 2c] But, once we express the offset node in whole registers we will remove the "c" from the node part: var[@22 + 3c]
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Some functions work with dereferences and need to know if they are lowered yet. This can be known checking if deref->offset.node is NULL or deref->data_type is NULL. I am using the latter since it keeps working even after the following patches that split deref->offset into constant and variable parts.
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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- Oct 12, 2023
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It is only used once for calling hlsl_note(), and it expects an enum vkd3d_shader_log_level values instead.
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- Oct 09, 2023
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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- Oct 05, 2023
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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- Oct 03, 2023
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- Sep 25, 2023
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- Sep 22, 2023
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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- Sep 13, 2023
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- Sep 07, 2023
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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- Aug 30, 2023
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- Aug 24, 2023
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Pixel shaders still have an appropriate writemask.
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- Aug 15, 2023
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We have to distinguish between the "bind count" and the "allocation size" of variables. The "allocation size" affects the starting register id for the resource to be allocated next, while the "bind count" is determined by the last field actually used. The former may be larger than the latter. What we are currently calling hlsl_reg.bind_count is actually the "allocation size", so a rename is in order. The real "bind count", which will be introduced in following patches, is important because it is what should be shown in the RDEF table and some resource allocation rules depend on it. For instance, for this shader: texture2D texs[3]; texture2D tex; float4 main() : sv_target { return texs[0].Load(int3(0, 0, 0)) + tex.Load(int3(0, 0, 0)); } the variable "texs" has a "bind count" of 1, but an "allocation size" of 3: // Resource Bindings: // // Name Type Format Dim HLSL Bind Count // ------------------------------ ---------- ------- ----------- -------------- ------ // texs texture float4 2d t0 1 // tex texture float4 2d t3 1
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- Aug 08, 2023
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- Jul 31, 2023
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Signed-off-by:
Nikolay Sivov <nsivov@codeweavers.com>
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- Jul 24, 2023
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