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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.
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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
@@ -1570,7 +1570,10 @@ bool hlsl_index_is_noncontiguous(struct hlsl_ir_index *index)
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bool hlsl_index_is_resource_access(struct hlsl_ir_index *index)
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{
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return index->val.node->data_type->class == HLSL_CLASS_OBJECT;
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const struct hlsl_type *type = index->val.node->data_type;
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return type->class == HLSL_CLASS_OBJECT
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&& (type->base_type == HLSL_TYPE_TEXTURE || type->base_type == HLSL_TYPE_UAV);
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}
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bool hlsl_index_chain_has_resource_access(struct hlsl_ir_index *index)
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