vkd3d-shader/dxil: Parse well-known attributes in parameter attribute groups.

This commit is contained in:
Giovanni Mascellani
2025-10-26 22:39:24 +01:00
committed by Henri Verbeet
parent b174c64308
commit 090490576a
Notes: Henri Verbeet 2025-11-20 18:36:47 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1813

View File

@@ -848,10 +848,27 @@ struct sm6_descriptor_info
enum vsir_data_type reg_data_type;
};
enum dxil_attribute_kind
{
ATTRIBUTE_WELL_KNOWN = 0,
};
struct dxil_attribute
{
enum dxil_attribute_kind kind;
union
{
uint64_t well_known;
} key;
};
struct dxil_attribute_group
{
unsigned int group_id;
unsigned int parameter_idx;
struct dxil_attribute *attributes;
size_t attribute_count;
size_t attribute_capacity;
};
struct sm6_parser
@@ -8452,6 +8469,8 @@ static void sm6_parser_init_attribute_groups(struct sm6_parser *dxil, const stru
{
struct dxil_attribute_group *group = &dxil->attribute_groups[j];
struct dxil_record *record = block->records[i];
bool failed = false;
unsigned int k;
if (record->code != PARAMATTR_GRP_CODE_ENTRY)
{
@@ -8474,7 +8493,44 @@ static void sm6_parser_init_attribute_groups(struct sm6_parser *dxil, const stru
group->group_id = record->operands[0];
group->parameter_idx = record->operands[1];
/* TODO Parse the attributes. */
for (k = 2; k < record->operand_count && !failed;)
{
uint64_t kind = record->operands[k++];
struct dxil_attribute *attribute;
if (!vkd3d_array_reserve((void **)&group->attributes, &group->attribute_capacity,
group->attribute_count + 1, sizeof(*group->attributes)))
{
vkd3d_shader_parser_error(&dxil->p, VKD3D_SHADER_ERROR_DXIL_OUT_OF_MEMORY,
"Out of memory allocating the attribute array.");
break;
}
attribute = &group->attributes[group->attribute_count++];
memset(attribute, 0, sizeof(*attribute));
attribute->kind = kind;
switch (kind)
{
case ATTRIBUTE_WELL_KNOWN:
if (!dxil_record_validate_operand_min_count(record, k + 1, dxil))
{
failed = true;
break;
}
attribute->key.well_known = record->operands[k++];
break;
/* TODO Other attribute kinds. */
default:
/* Do not emit an error to avoid rejecting valid shaders,
* given that so far we don't use attributes but don't support all the kinds. */
failed = true;
break;
}
}
++j;
}