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>
Add STATIC_ASSERT to guard `dxil_spirv_shader_stage` and `gl_shader_stage`
to be same for each enum value.
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>
.wideLines = false, which forbids the user to set the line width
to something different than 1. We're thus safe to claim support
for dynamic line width and do nothing in CmdSetLineWidth() other
than checking the value passed is 1.0f.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16971>
Now that we have support for pipeline variants, we can take the dynamic
depth testing parameters into account and create a new pipeline state
using those dynamic parameters.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16971>
We were completely ignoring the primitive-restart case in the
index-rewrite logic used to emulate triangle fans. Unfortunately, this
case is way more complicated than a regular index rewrite:
- we need to skip all primitive-restart entries when turning the triangle
fan into a triangle list, which implies serializing the index buffer
rewrite procedure (at least I didn't find any clever way to parallelize
things)
- the number of triangles can no longer be extrapolated from the number
of indices in the original index buffer, thus forcing us to lower
direct indexed draws into indirect draws and patching the indexCount
value when the new index buffer is forged
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16971>
We can't hardcode the strip cut value to 0xffffffff, otherwise we break
support for 16-bit index buffers. Let's use the pipeline variant
infrastructure to deal with that case.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16971>
Some D3D12 states can't be updated dynamically and require the creation
of a new pipeline state. In order to support setting those dynamically
we will have to support creating pipeline variants at draw time.
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16971>
The 2048 descriptors limit comes from the maximum number of samplers
per heap, but the limit for other descriptors is actually much bigger.
Let's implement GetDescriptorSetLayoutSupport() to reflect that.
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16926>
Add a dzn_desc_type_has_sampler() helper instead of duplicating
the SAMPLER || COMBINED_IMAGE_SAMPLER test everywhere.
Suggested-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16926>