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vkd3d-shader/hlsl: Avoid using HLSL_CLASS_OBJECT without checking the base type.
As the diffstat shows, HLSL_CLASS_OBJECT does not really have much in common. Resource types (TEXTURE, SAMPLER, UAV) sometimes behave similarly to each other, but do not generally behave similarly to effect-specific types (string, shader, state, view). Most consumers of HLSL_CLASS_OBJECT subsequently check the base type anyway. Hence we want to replace HLSL_TYPE_* with individual classes for object types. As a first step, change the last few places that only check HLSL_CLASS_OBJECT.
This commit is contained in:
committed by
Alexandre Julliard
parent
269cdad7b9
commit
0e3377a1be
Notes:
Alexandre Julliard
2024-04-09 15:45:34 -05:00
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/757
@@ -2572,19 +2572,11 @@ static void write_sm1_instructions(struct hlsl_ctx *ctx, struct vkd3d_bytecode_b
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{
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if (instr->data_type)
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{
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if (instr->data_type->class == HLSL_CLASS_MATRIX)
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if (instr->data_type->class != HLSL_CLASS_SCALAR && instr->data_type->class != HLSL_CLASS_VECTOR)
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{
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/* These need to be lowered. */
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hlsl_fixme(ctx, &instr->loc, "SM1 matrix expression.");
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continue;
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}
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else if (instr->data_type->class == HLSL_CLASS_OBJECT)
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{
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hlsl_fixme(ctx, &instr->loc, "Object copy.");
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hlsl_fixme(ctx, &instr->loc, "Class %#x should have been lowered or removed.", instr->data_type->class);
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break;
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}
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assert(instr->data_type->class == HLSL_CLASS_SCALAR || instr->data_type->class == HLSL_CLASS_VECTOR);
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}
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switch (instr->type)
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