mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
vkd3d-shader/fx: Add support for writing DepthStencilState objects.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
parent
1008c49ce6
commit
12947aa50d
Notes:
Henri Verbeet
2024-07-08 18:20:04 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/913
@ -1497,6 +1497,7 @@ D3DXPARAMETER_CLASS hlsl_sm1_class(const struct hlsl_type *type)
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_VERTEX_SHADER:
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return D3DXPC_OBJECT;
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_PASS:
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@ -1594,6 +1595,7 @@ D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type)
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case HLSL_CLASS_VERTEX_SHADER:
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return D3DXPT_VERTEXSHADER;
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_PASS:
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@ -94,6 +94,7 @@ struct fx_write_context
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uint32_t texture_count;
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uint32_t uav_count;
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uint32_t sampler_state_count;
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uint32_t depth_stencil_state_count;
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int status;
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bool child_effect;
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@ -402,6 +403,9 @@ static const char * get_fx_4_type_name(const struct hlsl_type *type)
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case HLSL_CLASS_UAV:
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return uav_type_names[type->sampler_dim];
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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return "DepthStencilState";
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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return "DepthStencilView";
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@ -446,6 +450,7 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
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put_u32_unaligned(buffer, 1);
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break;
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_PIXEL_SHADER:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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@ -557,6 +562,10 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
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{
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put_u32_unaligned(buffer, 6);
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}
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else if (type->class == HLSL_CLASS_DEPTH_STENCIL_STATE)
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{
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put_u32_unaligned(buffer, 3);
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}
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else if (hlsl_is_numeric_type(type))
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{
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numeric_desc = get_fx_4_numeric_type_description(type, fx);
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@ -854,6 +863,7 @@ static bool is_type_supported_fx_2(struct hlsl_ctx *ctx, const struct hlsl_type
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hlsl_fixme(ctx, loc, "Write fx 2.0 parameter class %#x.", type->class);
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return false;
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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@ -1177,6 +1187,30 @@ static void fold_state_value(struct hlsl_ctx *ctx, struct hlsl_state_block_entry
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} while (progress);
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}
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enum state_property_component_type
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{
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FX_BOOL,
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FX_FLOAT,
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FX_UINT,
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FX_UINT8,
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};
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static inline enum hlsl_base_type hlsl_type_from_fx_type(enum state_property_component_type type)
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{
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switch (type)
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{
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case FX_BOOL:
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return HLSL_TYPE_BOOL;
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case FX_FLOAT:
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return HLSL_TYPE_FLOAT;
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case FX_UINT:
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case FX_UINT8:
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return HLSL_TYPE_UINT;
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default:
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vkd3d_unreachable();
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}
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}
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static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl_state_block_entry *entry,
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struct fx_write_context *fx)
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{
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@ -1226,28 +1260,76 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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{ NULL }
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};
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static const struct rhs_named_value depth_write_mask_values[] =
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{
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{ "ZERO", 0 },
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{ "ALL", 1 },
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{ NULL }
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};
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static const struct rhs_named_value comparison_values[] =
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{
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{ "NEVER", 1 },
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{ "LESS", 2 },
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{ "EQUAL", 3 },
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{ "LESS_EQUAL", 4 },
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{ "GREATER", 5 },
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{ "NOT_EQUAL", 6 },
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{ "GREATER_EQUAL", 7 },
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{ "ALWAYS", 8 },
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{ NULL }
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};
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static const struct rhs_named_value stencil_op_values[] =
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{
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{ "KEEP", 1 },
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{ "ZERO", 2 },
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{ "REPLACE", 3 },
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{ "INCR_SAT", 4 },
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{ "DECR_SAT", 5 },
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{ "INVERT", 6 },
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{ "INCR", 7 },
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{ "DECR", 8 },
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{ NULL }
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};
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static const struct state
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{
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const char *name;
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enum hlsl_type_class container;
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enum hlsl_type_class class;
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enum hlsl_base_type type;
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enum state_property_component_type type;
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unsigned int dimx;
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uint32_t id;
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const struct rhs_named_value *values;
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}
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states[] =
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{
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{ "Filter", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 45, filter_values },
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{ "AddressU", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 46, address_values },
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{ "AddressV", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 47, address_values },
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{ "AddressW", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 48, address_values },
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{ "MipLODBias", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, HLSL_TYPE_FLOAT, 1, 49 },
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{ "MaxAnisotropy", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 50 },
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{ "ComparisonFunc", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 51, compare_func_values },
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{ "BorderColor", HLSL_CLASS_SAMPLER, HLSL_CLASS_VECTOR, HLSL_TYPE_FLOAT, 4, 52 },
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{ "MinLOD", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, HLSL_TYPE_FLOAT, 1, 53 },
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{ "MaxLOD", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, HLSL_TYPE_FLOAT, 1, 54 },
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{ "DepthEnable", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_BOOL, 1, 22 },
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{ "DepthWriteMask", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 23, depth_write_mask_values },
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{ "DepthFunc", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 24, comparison_values },
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{ "StencilEnable", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_BOOL, 1, 25 },
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{ "StencilReadMask", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT8, 1, 26 },
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{ "StencilWriteMask", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT8, 1, 27 },
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{ "FrontFaceStencilFail", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 28, stencil_op_values },
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{ "FrontFaceStencilDepthFail", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 29, stencil_op_values },
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{ "FrontFaceStencilPass", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 30, stencil_op_values },
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{ "FrontFaceStencilFunc", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 31, comparison_values },
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{ "BackFaceStencilFail", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 32, stencil_op_values },
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{ "BackFaceStencilDepthFail", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 33, stencil_op_values },
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{ "BackFaceStencilPass", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 34, stencil_op_values },
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{ "BackFaceStencilFunc", HLSL_CLASS_DEPTH_STENCIL_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 35, comparison_values },
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{ "Filter", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, FX_UINT, 1, 45, filter_values },
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{ "AddressU", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, FX_UINT, 1, 46, address_values },
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{ "AddressV", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, FX_UINT, 1, 47, address_values },
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{ "AddressW", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, FX_UINT, 1, 48, address_values },
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{ "MipLODBias", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, FX_FLOAT, 1, 49 },
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{ "MaxAnisotropy", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, FX_UINT, 1, 50 },
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{ "ComparisonFunc", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, FX_UINT, 1, 51, compare_func_values },
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{ "BorderColor", HLSL_CLASS_SAMPLER, HLSL_CLASS_VECTOR, FX_FLOAT, 4, 52 },
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{ "MinLOD", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, FX_FLOAT, 1, 53 },
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{ "MaxLOD", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, FX_FLOAT, 1, 54 },
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/* TODO: "Texture" field */
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};
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const struct hlsl_type *type = hlsl_get_multiarray_element_type(var->data_type);
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@ -1256,6 +1338,7 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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struct hlsl_ir_node *node, *cast;
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const struct state *state = NULL;
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struct hlsl_ctx *ctx = fx->ctx;
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enum hlsl_base_type base_type;
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unsigned int i;
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for (i = 0; i < ARRAY_SIZE(states); ++i)
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@ -1292,13 +1375,14 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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/* Now cast and run folding again. */
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base_type = hlsl_type_from_fx_type(state->type);
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switch (state->class)
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{
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case HLSL_CLASS_VECTOR:
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state_type = hlsl_get_vector_type(ctx, state->type, state->dimx);
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state_type = hlsl_get_vector_type(ctx, base_type, state->dimx);
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break;
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case HLSL_CLASS_SCALAR:
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state_type = hlsl_get_scalar_type(ctx, state->type);
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state_type = hlsl_get_scalar_type(ctx, base_type);
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break;
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case HLSL_CLASS_TEXTURE:
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hlsl_fixme(ctx, &ctx->location, "Object type fields are not supported.");
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@ -1314,6 +1398,20 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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return;
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list_add_after(&node->entry, &cast->entry);
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/* FX_UINT8 values are using 32-bits in the binary. Mask higher 24 bits for those. */
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if (state->type == FX_UINT8)
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{
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struct hlsl_ir_node *mask;
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if (!(mask = hlsl_new_uint_constant(ctx, 0xff, &var->loc)))
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return;
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list_add_after(&cast->entry, &mask->entry);
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if (!(cast = hlsl_new_binary_expr(ctx, HLSL_OP2_BIT_AND, cast, mask)))
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return;
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list_add_after(&mask->entry, &cast->entry);
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}
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hlsl_src_remove(entry->args);
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hlsl_src_from_node(entry->args, cast);
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@ -1411,6 +1509,11 @@ static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_
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fx->dsv_count += elements_count;
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break;
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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write_fx_4_state_object_initializer(var, fx);
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fx->depth_stencil_state_count += elements_count;
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break;
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case HLSL_CLASS_SAMPLER:
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write_fx_4_state_object_initializer(var, fx);
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fx->sampler_state_count += elements_count;
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@ -1514,6 +1617,7 @@ static bool is_supported_object_variable(const struct hlsl_ctx *ctx, const struc
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switch (type->class)
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{
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_PIXEL_SHADER:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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@ -1582,7 +1686,7 @@ static int hlsl_fx_4_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out)
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size_offset = put_u32(&buffer, 0); /* Unstructured size. */
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put_u32(&buffer, 0); /* String count. */
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put_u32(&buffer, fx.texture_count);
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put_u32(&buffer, 0); /* Depth stencil state count. */
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put_u32(&buffer, fx.depth_stencil_state_count);
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put_u32(&buffer, 0); /* Blend state count. */
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put_u32(&buffer, 0); /* Rasterizer state count. */
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put_u32(&buffer, fx.sampler_state_count);
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@ -1640,7 +1744,7 @@ static int hlsl_fx_5_write(struct hlsl_ctx *ctx, struct vkd3d_shader_code *out)
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size_offset = put_u32(&buffer, 0); /* Unstructured size. */
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put_u32(&buffer, 0); /* String count. */
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put_u32(&buffer, fx.texture_count);
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put_u32(&buffer, 0); /* Depth stencil state count. */
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put_u32(&buffer, fx.depth_stencil_state_count);
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put_u32(&buffer, 0); /* Blend state count. */
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put_u32(&buffer, 0); /* Rasterizer state count. */
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put_u32(&buffer, fx.sampler_state_count);
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@ -369,6 +369,7 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
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type->reg_size[HLSL_REGSET_UAVS] = 1;
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break;
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_PASS:
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@ -438,6 +439,7 @@ static bool type_is_single_component(const struct hlsl_type *type)
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{
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switch (type->class)
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{
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_PIXEL_SHADER:
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case HLSL_CLASS_SCALAR:
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@ -589,6 +591,7 @@ unsigned int hlsl_type_get_component_offset(struct hlsl_ctx *ctx, struct hlsl_ty
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}
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break;
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_PIXEL_SHADER:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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@ -987,6 +990,7 @@ unsigned int hlsl_type_component_count(const struct hlsl_type *type)
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case HLSL_CLASS_CONSTANT_BUFFER:
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return hlsl_type_component_count(type->e.resource.format);
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_PIXEL_SHADER:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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@ -1072,6 +1076,7 @@ bool hlsl_types_are_equal(const struct hlsl_type *t1, const struct hlsl_type *t2
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case HLSL_CLASS_CONSTANT_BUFFER:
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return hlsl_types_are_equal(t1->e.resource.format, t2->e.resource.format);
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_PASS:
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@ -2451,6 +2456,7 @@ struct vkd3d_string_buffer *hlsl_type_to_string(struct hlsl_ctx *ctx, const stru
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}
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return string;
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case HLSL_CLASS_DEPTH_STENCIL_STATE:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_PASS:
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@ -3799,6 +3805,7 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
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ctx->builtin_types.Void = hlsl_new_simple_type(ctx, "void", HLSL_CLASS_VOID);
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "DepthStencilView", HLSL_CLASS_DEPTH_STENCIL_VIEW));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "DepthStencilState", HLSL_CLASS_DEPTH_STENCIL_STATE));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "fxgroup", HLSL_CLASS_EFFECT_GROUP));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "pass", HLSL_CLASS_PASS));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "pixelshader", HLSL_CLASS_PIXEL_SHADER));
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@ -78,6 +78,7 @@ enum hlsl_type_class
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HLSL_CLASS_LAST_NUMERIC = HLSL_CLASS_MATRIX,
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HLSL_CLASS_STRUCT,
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HLSL_CLASS_ARRAY,
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HLSL_CLASS_DEPTH_STENCIL_STATE,
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HLSL_CLASS_DEPTH_STENCIL_VIEW,
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HLSL_CLASS_EFFECT_GROUP,
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HLSL_CLASS_PASS,
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@ -7074,6 +7074,10 @@ type_no_void:
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{
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$$ = hlsl_get_type(ctx->cur_scope, "RenderTargetView", true, true);
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}
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| KW_DEPTHSTENCILSTATE
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{
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$$ = hlsl_get_type(ctx->cur_scope, "DepthStencilState", true, true);
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}
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| KW_DEPTHSTENCILVIEW
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{
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$$ = hlsl_get_type(ctx->cur_scope, "DepthStencilView", true, true);
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|
@ -1631,6 +1631,7 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
|
||||
|
||||
switch (type->class)
|
||||
{
|
||||
case HLSL_CLASS_DEPTH_STENCIL_STATE:
|
||||
case HLSL_CLASS_SCALAR:
|
||||
case HLSL_CLASS_VECTOR:
|
||||
case HLSL_CLASS_PIXEL_SHADER:
|
||||
|
@ -2984,6 +2984,7 @@ static D3D_SHADER_VARIABLE_CLASS sm4_class(const struct hlsl_type *type)
|
||||
return D3D_SVC_VECTOR;
|
||||
|
||||
case HLSL_CLASS_ARRAY:
|
||||
case HLSL_CLASS_DEPTH_STENCIL_STATE:
|
||||
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
|
||||
case HLSL_CLASS_EFFECT_GROUP:
|
||||
case HLSL_CLASS_STRUCT:
|
||||
|
@ -70,7 +70,7 @@ technique10
|
||||
// Without initializer
|
||||
technique10 < int a; > {}
|
||||
|
||||
[effect fail]
|
||||
[effect fail todo]
|
||||
// Only numeric types and strings are allowed
|
||||
technique10 < DepthStencilState ds = { 0 }; > {}
|
||||
|
||||
|
@ -525,7 +525,7 @@ float4 main() : sv_target { return 0; }
|
||||
|
||||
|
||||
% State blocks are valid for DepthStencilState
|
||||
[pixel shader todo]
|
||||
[pixel shader]
|
||||
DepthStencilState dss1
|
||||
{
|
||||
DepthEnable = false;
|
||||
@ -583,7 +583,7 @@ DepthStencilState dss1
|
||||
|
||||
|
||||
% Undefined identifiers can be swizzled with .x which proves that they are considered scalar
|
||||
[pixel shader todo]
|
||||
[pixel shader]
|
||||
float4 main() : sv_target { return 0; }
|
||||
|
||||
DepthStencilState dss1
|
||||
@ -601,7 +601,7 @@ DepthStencilState dss1
|
||||
|
||||
|
||||
% The type of previously defined variables is respected, but array indexes are not checked.
|
||||
[pixel shader todo]
|
||||
[pixel shader]
|
||||
float4 arr[3];
|
||||
|
||||
float4 main() : sv_target { return 0; }
|
||||
|
Loading…
Reference in New Issue
Block a user