vkd3d-shader/glsl: Use location information from the current instruction.

This commit is contained in:
Henri Verbeet 2023-11-17 18:13:02 +01:00 committed by Alexandre Julliard
parent dff22c9ed7
commit 038764985a
Notes: Alexandre Julliard 2024-03-11 23:07:46 +01:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/702
3 changed files with 8 additions and 10 deletions

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@ -28,7 +28,7 @@ struct vkd3d_glsl_generator
};
struct vkd3d_glsl_generator *vkd3d_glsl_generator_create(const struct vkd3d_shader_version *version,
struct vkd3d_shader_message_context *message_context, const struct vkd3d_shader_location *location)
struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_glsl_generator *generator;
@ -38,7 +38,6 @@ struct vkd3d_glsl_generator *vkd3d_glsl_generator_create(const struct vkd3d_shad
memset(generator, 0, sizeof(*generator));
generator->version = *version;
vkd3d_string_buffer_init(&generator->buffer);
generator->location = *location;
generator->message_context = message_context;
return generator;
}
@ -73,6 +72,8 @@ static void shader_glsl_ret(struct vkd3d_glsl_generator *generator,
static void vkd3d_glsl_handle_instruction(struct vkd3d_glsl_generator *generator,
const struct vkd3d_shader_instruction *instruction)
{
generator->location = instruction->location;
switch (instruction->handler_idx)
{
case VKD3DSIH_DCL_INPUT:
@ -101,10 +102,8 @@ int vkd3d_glsl_generator_generate(struct vkd3d_glsl_generator *generator,
vkd3d_string_buffer_printf(&generator->buffer, "#version 440\n\n");
vkd3d_string_buffer_printf(&generator->buffer, "void main()\n{\n");
generator->location.column = 0;
for (i = 0; i < program->instructions.count; ++i)
{
generator->location.line = i + 1;
vkd3d_glsl_handle_instruction(generator, &program->instructions.elements[i]);
}

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@ -1553,6 +1553,7 @@ static int vkd3d_shader_parser_compile(struct vkd3d_shader_parser *parser,
struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context)
{
struct vkd3d_shader_scan_descriptor_info1 scan_descriptor_info;
struct vsir_program *program = &parser->program;
struct vkd3d_glsl_generator *glsl_generator;
struct vkd3d_shader_compile_info scan_info;
int ret;
@ -1562,22 +1563,20 @@ static int vkd3d_shader_parser_compile(struct vkd3d_shader_parser *parser,
switch (compile_info->target_type)
{
case VKD3D_SHADER_TARGET_D3D_ASM:
ret = vkd3d_dxbc_binary_to_text(&parser->program, &parser->shader_desc,
compile_info, out, VSIR_ASM_FLAG_NONE);
ret = vkd3d_dxbc_binary_to_text(program, &parser->shader_desc, compile_info, out, VSIR_ASM_FLAG_NONE);
break;
case VKD3D_SHADER_TARGET_GLSL:
if ((ret = scan_with_parser(&scan_info, message_context, &scan_descriptor_info, parser)) < 0)
return ret;
if (!(glsl_generator = vkd3d_glsl_generator_create(&parser->program.shader_version,
message_context, &parser->location)))
if (!(glsl_generator = vkd3d_glsl_generator_create(&program->shader_version, message_context)))
{
ERR("Failed to create GLSL generator.\n");
vkd3d_shader_free_scan_descriptor_info1(&scan_descriptor_info);
return VKD3D_ERROR;
}
ret = vkd3d_glsl_generator_generate(glsl_generator, &parser->program, out);
ret = vkd3d_glsl_generator_generate(glsl_generator, program, out);
vkd3d_glsl_generator_destroy(glsl_generator);
vkd3d_shader_free_scan_descriptor_info1(&scan_descriptor_info);
break;

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@ -1506,7 +1506,7 @@ int shader_parse_input_signature(const struct vkd3d_shader_code *dxbc,
struct vkd3d_glsl_generator;
struct vkd3d_glsl_generator *vkd3d_glsl_generator_create(const struct vkd3d_shader_version *version,
struct vkd3d_shader_message_context *message_context, const struct vkd3d_shader_location *location);
struct vkd3d_shader_message_context *message_context);
int vkd3d_glsl_generator_generate(struct vkd3d_glsl_generator *generator,
struct vsir_program *program, struct vkd3d_shader_code *out);
void vkd3d_glsl_generator_destroy(struct vkd3d_glsl_generator *generator);