Henri Verbeet pushed to branch master at wine / vkd3d
Commits: 84a59fe4 by Giovanni Mascellani at 2025-02-19T16:22:04+01:00 tests: Enable tessellation shaders in the Vulkan shader runner.
- - - - - 88875010 by Giovanni Mascellani at 2025-02-19T17:01:17+01:00 tests: Test I/O index ranges not intersecting a signature element for a given register.
Since this test depend on the specific code generated by the native d3dcompiler we add the possibility to specify a "raw" shader using a hex format. When the shader assembler is finally available they should be replaced with assembly code.
- - - - - ec7bac7b by Giovanni Mascellani at 2025-02-19T17:01:54+01:00 vkd3d-shader/ir: Report errors in the I/O normaliser instead of asserting.
The assumptions the I/O normaliser makes on its input program are rather intricated. In theory the VSIR validator checks should be strong enough, but the validator isn't run by default anyway. Whether the TPF parser validation is strong enough is not completely clear to me, and considering that the I/O normaliser could end up being used on different programs as well it's probably better to revalidate locally just in case.
- - - - - b5350f93 by Giovanni Mascellani at 2025-02-19T17:01:54+01:00 vkd3d-shader/ir: Use a structure to record range data in the I/O normaliser.
In order to make it able to have other fields.
- - - - - 4b84fb48 by Giovanni Mascellani at 2025-02-19T17:30:00+01:00 vkd3d-shader/ir: Handle index ranges that do not touch a signature element for each register.
A good part of the I/O normaliser job is to merge together signature elements that are spanned by DCL_INDEX_RANGE instructions. The current algorithm assumes that each index range touches exactly one signature element for each index spanned by the range. The assumption is used in shader_signature_merge() in the form of expecting that, if the index range is N registers long, then, once you find the first signature element of an index range, the other elements that will have to be merged with it are exactly the following N-1 according to the order given by signature_element_register_compare() or signature_element_mask_compare(), depending on the signature type.
This doesn't necessarily happen. For example, The Falconeer has a few hull shaders in which this happens:
hs_fork_phase dcl_hs_fork_phase_instance_count 13 dcl_input vForkInstanceId dcl_output o4.z dcl_output o5.z dcl_output o6.z dcl_output o7.z dcl_output o12.z dcl_output o13.z dcl_output o14.z dcl_output o15.z dcl_output o16.z dcl_output o17.z dcl_output o18.z dcl_output o19.z dcl_output o20.z dcl_temps 1 dcl_index_range o4.z 17 iadd r0.x, vForkInstanceId.x, l(4) ult r0.y, vForkInstanceId.x, l(4) movc r0.x, r0.y, vForkInstanceId.x, r0.x mov o[r0.x + 4].z, l(0) ret
Here the index range "skips" o8.z through o11.z, because those registers only use mask .xy. The current algorithm fails on such a shader.
Even depending on the signature element order doesn't look ideal. I don't have a full counterexample for that, but it looks fragile, especially given that the register allocation algorithm in FXC is notoriously full of unexpected corner cases.
We solve both problems by slightly changing the architecture of the normaliser: first we move computing the masks for the merge signature element from signature_element_range_expand_mask(), which is executed while merging signature, to io_normaliser_add_index_range(), which is executed before merging signatures. Then, while we are merging signatures, we can decide for each single signature element whether it has to be retained or not, and how it should be patched. The algorithm becomes independent of the order, because each signature element can be processed individually.
- - - - - 665c29f0 by Giovanni Mascellani at 2025-02-19T17:30:25+01:00 vkd3d-shader/tpf: Allow I/O index ranges to not intersect a signature element for a given register.
The current TPF validator enforces that for each register involved in a DCL_INDEX_RANGE instruction there must be a signature element for that register and the DCL_INDEX_RANGE write mask. This is an excessively strong request, and causes some shaders from The Falconeer to be invalidly rejected.
The excessively strong check was needed to avoid triggering a bug in the I/O normaliser. Since that bug is now solved, the check can be relaxed.
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7 changed files:
- libs/vkd3d-shader/ir.c - libs/vkd3d-shader/tpf.c - tests/hlsl/tessellation.shader_test - tests/shader_runner.c - tests/shader_runner.h - tests/shader_runner_d3d12.c - tests/shader_runner_vulkan.c
View it on GitLab: https://gitlab.winehq.org/wine/vkd3d/-/compare/985d317e0e44a654eee2dd9f34da9...