DXIL shaders depend on the vulkan -> d3d12 binding translation done in
adjust_var_bindings(). In order to maximize our chances to re-use those
shaders, we need to hash the binding translation information and take
this hash into account when computing the DXIL shader hash.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
We will need to hash var bindings if we want to cache DXIL shaders.
Let's move this pass to dzn_pipeline.c to prepare this transition.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
We leak the nir_shader object f a failure happens between the NIR
shader creation and the DXIL compilation. Let's drop the local
nir_shader pointer and use the one in the graphics_pipeline object
to avoid that.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
This way we can use d3d12_pipeline_state_stream_new_desc() directly
without doing
if (type == GRAPHICS)
d3d12_gfx_pipeline_state_stream_new_desc()
else
d3d12_compute_pipeline_state_stream_new_desc()
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17140>
Provide a vk_device::check_status() implementation so the code can
call it at key moments to detect when a device-lost event (device-removed
in D3D12) has been received.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17249>
depthClampEnable is actually the case we support properly.
!depthClampEnable requires extra work to make sure the
depth clamping that's forced by D3D12 is inactive (setting the
viewport depth range to [0,1] and dealing with the actual range
at the shader level), and clamp the depth value read by the
fragment shader in that case. This will be addressed separately.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17231>
get_dword_size() is misleading, its name implies it's returning
a size in dwords, but it's actually returning a size in bytes.
This led to a wrong size passed to emit_cbv(). Instead of fixing
get_dword_size(), let's inline the code in emit_ubo_var().
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17230>
The original offset value is overwritten in our first for(i: num_states)
iteration, messing up the compute push constant update if stageFlags
applies to both compute and graphics.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17233>
The test can compile, but can not pass, so compile it but not running it
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Acked-by: Daniel Stone <daniels@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16084>
Texture2DMSArray element is not initialized, making 2DMSArray DS
views buggy.
Reported-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17158>
Fix defect reported by Coverity Scan.
Side effect in assertion (ASSERT_SIDE_EFFECT)
assignment_where_comparison_intended: Assignment var->type =
glsl_int_type() has a side effect. This code will work differently in a
non-debug build.
Fixes: afb64e10c1 ("microsoft/compiler: Move d3d12_fix_io_uint_type() to dxil_nir.c")
Suggested-by: Boris Brezillon <boris.brezillon@collabora.com>
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17097>
This way we don't force a CI run on all platforms anytime we add a
group of test, and, as a bonus, we make dozen CI consistent with other
platforms.
Suggested-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Suggested-by: Emma Anholt <emma@anholt.net>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17074>
If we don't do that, and we get passed a dummy geometry shader (one
that has no EmitVertex() calls) we get a DXIL validation error.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17039>
We currently have two implementations of the same logic. Let's pick
the d3d12 one, move it to dxil_nir.c and let nir_to_dxil() call it
when appropriate.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17039>
Fixes following errors:
../src/microsoft/spirv_to_dxil/dxil_spirv_nir.c
In file included from ../src/compiler/nir/nir_builder.h:365,
from ../src/microsoft/compiler/dxil_nir.h:29,
from ../src/microsoft/spirv_to_dxil/dxil_spirv_nir.c:28:
../src/microsoft/spirv_to_dxil/dxil_spirv_nir.c: In function 'dxil_spirv_nir_passes':
src/compiler/nir/nir_builder_opcodes.h:1321:11: error: 'dyn_yz_flip_mask' may be used uninitialized in this function [-Werror=maybe-uninitialized]
1321 | return nir_build_alu2(build, nir_op_iand, src0, src1);
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
../src/microsoft/spirv_to_dxil/dxil_spirv_nir.c:290:59: note: 'dyn_yz_flip_mask' was declared here
290 | nir_ssa_def *y_flip_mask = NULL, *z_flip_mask = NULL, *dyn_yz_flip_mask;
| ^~~~~~~~~~~~~~~~
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16671>