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vkd3d-shader/d3dbc: Split hlsl_sm1_write().
The idea is to start splitting the
HLSL IR -> d3dbc
translation into
HLSL IR -> vsir -> d3dbc
So hlsl_sm1_write is split into two functions, sm1_generate_vsir()
which should handle the first part and d3dbc_compile() which should
handle the second part.
This translation should be completed once the hlsl_ctx and entry_func
are no longer used in d3dbc_compile().
This commit is contained in:
committed by
Henri Verbeet
parent
6db2bc3eff
commit
130b3335cb
Notes:
Henri Verbeet
2024-07-09 21:08:22 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/877
@@ -1472,7 +1472,11 @@ D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type);
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bool hlsl_sm1_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_semantic *semantic,
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bool output, enum vkd3d_shader_register_type *type, unsigned int *reg);
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bool hlsl_sm1_usage_from_semantic(const struct hlsl_semantic *semantic, D3DDECLUSAGE *usage, uint32_t *usage_idx);
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int hlsl_sm1_write(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func, struct vkd3d_shader_code *out);
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int d3dbc_compile(struct vsir_program *program, uint64_t config_flags,
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const struct vkd3d_shader_compile_info *compile_info,
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struct vkd3d_shader_code *out, struct vkd3d_shader_message_context *message_context,
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struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func);
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bool hlsl_sm4_usage_from_semantic(struct hlsl_ctx *ctx,
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const struct hlsl_semantic *semantic, bool output, D3D_NAME *usage);
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