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vkd3d-shader: Rename the vkd3d_sysval_semantic enumeration to vkd3d_shader_sysval_semantic.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
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2da59a1056
commit
3a9eb1839e
@ -650,27 +650,27 @@ enum vkd3d_shader_component_type
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPONENT_TYPE),
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPONENT_TYPE),
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};
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};
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enum vkd3d_sysval_semantic
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enum vkd3d_shader_sysval_semantic
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{
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{
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VKD3D_SV_NONE = 0,
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VKD3D_SHADER_SV_NONE = 0x00,
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VKD3D_SV_POSITION = 1,
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VKD3D_SHADER_SV_POSITION = 0x01,
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VKD3D_SV_CLIP_DISTANCE = 2,
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VKD3D_SHADER_SV_CLIP_DISTANCE = 0x02,
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VKD3D_SV_CULL_DISTANCE = 3,
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VKD3D_SHADER_SV_CULL_DISTANCE = 0x03,
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VKD3D_SV_RENDER_TARGET_ARRAY_INDEX = 4,
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VKD3D_SHADER_SV_RENDER_TARGET_ARRAY_INDEX = 0x04,
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VKD3D_SV_VIEWPORT_ARRAY_INDEX = 5,
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VKD3D_SHADER_SV_VIEWPORT_ARRAY_INDEX = 0x05,
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VKD3D_SV_VERTEX_ID = 6,
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VKD3D_SHADER_SV_VERTEX_ID = 0x06,
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VKD3D_SV_PRIMITIVE_ID = 7,
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VKD3D_SHADER_SV_PRIMITIVE_ID = 0x07,
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VKD3D_SV_INSTANCE_ID = 8,
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VKD3D_SHADER_SV_INSTANCE_ID = 0x08,
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VKD3D_SV_IS_FRONT_FACE = 9,
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VKD3D_SHADER_SV_IS_FRONT_FACE = 0x09,
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VKD3D_SV_SAMPLE_INDEX = 10,
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VKD3D_SHADER_SV_SAMPLE_INDEX = 0x0a,
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VKD3D_SV_TESS_FACTOR_QUADEDGE = 11,
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VKD3D_SHADER_SV_TESS_FACTOR_QUADEDGE = 0x0b,
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VKD3D_SV_TESS_FACTOR_QUADINT = 12,
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VKD3D_SHADER_SV_TESS_FACTOR_QUADINT = 0x0c,
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VKD3D_SV_TESS_FACTOR_TRIEDGE = 13,
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VKD3D_SHADER_SV_TESS_FACTOR_TRIEDGE = 0x0d,
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VKD3D_SV_TESS_FACTOR_TRIINT = 14,
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VKD3D_SHADER_SV_TESS_FACTOR_TRIINT = 0x0e,
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VKD3D_SV_TESS_FACTOR_LINEDET = 15,
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VKD3D_SHADER_SV_TESS_FACTOR_LINEDET = 0x0f,
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VKD3D_SV_TESS_FACTOR_LINEDEN = 16,
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VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN = 0x10,
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SYSVAL_SEMANTIC),
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SYSVAL_SEMANTIC),
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};
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};
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enum vkd3d_shader_minimum_precision
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enum vkd3d_shader_minimum_precision
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@ -687,7 +687,7 @@ struct vkd3d_shader_signature_element
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const char *semantic_name;
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const char *semantic_name;
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unsigned int semantic_index;
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unsigned int semantic_index;
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unsigned int stream_index;
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unsigned int stream_index;
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enum vkd3d_sysval_semantic sysval_semantic;
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enum vkd3d_shader_sysval_semantic sysval_semantic;
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enum vkd3d_shader_component_type component_type;
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enum vkd3d_shader_component_type component_type;
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unsigned int register_index;
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unsigned int register_index;
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unsigned int mask;
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unsigned int mask;
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@ -132,30 +132,30 @@ static const void *vkd3d_find_struct_(const struct vkd3d_struct *chain,
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return NULL;
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return NULL;
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}
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}
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static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval_indexed(enum vkd3d_sysval_semantic sysval,
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static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval_indexed(enum vkd3d_shader_sysval_semantic sysval,
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unsigned int index)
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unsigned int index)
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{
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{
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switch (sysval)
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switch (sysval)
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{
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{
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case VKD3D_SV_NONE:
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case VKD3D_SHADER_SV_NONE:
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return VKD3D_SIV_NONE;
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return VKD3D_SIV_NONE;
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case VKD3D_SV_POSITION:
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case VKD3D_SHADER_SV_POSITION:
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return VKD3D_SIV_POSITION;
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return VKD3D_SIV_POSITION;
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case VKD3D_SV_CLIP_DISTANCE:
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case VKD3D_SHADER_SV_CLIP_DISTANCE:
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return VKD3D_SIV_CLIP_DISTANCE;
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return VKD3D_SIV_CLIP_DISTANCE;
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case VKD3D_SV_CULL_DISTANCE:
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case VKD3D_SHADER_SV_CULL_DISTANCE:
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return VKD3D_SIV_CULL_DISTANCE;
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return VKD3D_SIV_CULL_DISTANCE;
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case VKD3D_SV_TESS_FACTOR_QUADEDGE:
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case VKD3D_SHADER_SV_TESS_FACTOR_QUADEDGE:
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return VKD3D_SIV_QUAD_U0_TESS_FACTOR + index;
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return VKD3D_SIV_QUAD_U0_TESS_FACTOR + index;
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case VKD3D_SV_TESS_FACTOR_QUADINT:
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case VKD3D_SHADER_SV_TESS_FACTOR_QUADINT:
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return VKD3D_SIV_QUAD_U_INNER_TESS_FACTOR + index;
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return VKD3D_SIV_QUAD_U_INNER_TESS_FACTOR + index;
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case VKD3D_SV_TESS_FACTOR_TRIEDGE:
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case VKD3D_SHADER_SV_TESS_FACTOR_TRIEDGE:
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return VKD3D_SIV_TRIANGLE_U_TESS_FACTOR + index;
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return VKD3D_SIV_TRIANGLE_U_TESS_FACTOR + index;
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case VKD3D_SV_TESS_FACTOR_TRIINT:
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case VKD3D_SHADER_SV_TESS_FACTOR_TRIINT:
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return VKD3D_SIV_TRIANGLE_INNER_TESS_FACTOR;
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return VKD3D_SIV_TRIANGLE_INNER_TESS_FACTOR;
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case VKD3D_SV_TESS_FACTOR_LINEDET:
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case VKD3D_SHADER_SV_TESS_FACTOR_LINEDET:
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return VKD3D_SIV_LINE_DETAIL_TESS_FACTOR;
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return VKD3D_SIV_LINE_DETAIL_TESS_FACTOR;
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case VKD3D_SV_TESS_FACTOR_LINEDEN:
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case VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN:
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return VKD3D_SIV_LINE_DENSITY_TESS_FACTOR;
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return VKD3D_SIV_LINE_DENSITY_TESS_FACTOR;
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default:
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default:
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FIXME("Unhandled sysval %#x, index %u.\n", sysval, index);
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FIXME("Unhandled sysval %#x, index %u.\n", sysval, index);
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@ -163,7 +163,7 @@ static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval_indexed(enu
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}
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}
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}
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}
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static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval(enum vkd3d_sysval_semantic sysval)
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static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval(enum vkd3d_shader_sysval_semantic sysval)
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{
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{
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return vkd3d_siv_from_sysval_indexed(sysval, 0);
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return vkd3d_siv_from_sysval_indexed(sysval, 0);
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}
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}
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@ -4325,11 +4325,11 @@ static void vkd3d_dxbc_compiler_emit_shader_signature_outputs(struct vkd3d_dxbc_
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switch (e->sysval_semantic)
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switch (e->sysval_semantic)
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{
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{
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case VKD3D_SV_CLIP_DISTANCE:
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case VKD3D_SHADER_SV_CLIP_DISTANCE:
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calculate_clip_or_cull_distance_mask(e, &clip_distance_mask);
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calculate_clip_or_cull_distance_mask(e, &clip_distance_mask);
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break;
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break;
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case VKD3D_SV_CULL_DISTANCE:
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case VKD3D_SHADER_SV_CULL_DISTANCE:
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calculate_clip_or_cull_distance_mask(e, &cull_distance_mask);
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calculate_clip_or_cull_distance_mask(e, &cull_distance_mask);
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break;
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break;
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@ -4360,13 +4360,13 @@ static void vkd3d_dxbc_compiler_emit_shader_signature_outputs(struct vkd3d_dxbc_
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switch (e->sysval_semantic)
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switch (e->sysval_semantic)
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{
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{
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case VKD3D_SV_CLIP_DISTANCE:
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case VKD3D_SHADER_SV_CLIP_DISTANCE:
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compiler->output_info[i].id = clip_distance_id;
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compiler->output_info[i].id = clip_distance_id;
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compiler->output_info[i].component_type = VKD3D_SHADER_COMPONENT_FLOAT;
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compiler->output_info[i].component_type = VKD3D_SHADER_COMPONENT_FLOAT;
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compiler->output_info[i].array_element_mask = clip_distance_mask;
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compiler->output_info[i].array_element_mask = clip_distance_mask;
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break;
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break;
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case VKD3D_SV_CULL_DISTANCE:
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case VKD3D_SHADER_SV_CULL_DISTANCE:
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compiler->output_info[i].id = cull_distance_id;
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compiler->output_info[i].id = cull_distance_id;
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compiler->output_info[i].component_type = VKD3D_SHADER_COMPONENT_FLOAT;
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compiler->output_info[i].component_type = VKD3D_SHADER_COMPONENT_FLOAT;
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compiler->output_info[i].array_element_mask = cull_distance_mask;
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compiler->output_info[i].array_element_mask = cull_distance_mask;
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