vkd3d-shader/hlsl: Make HLSL_TYPE_PASS into a separate class.

This commit is contained in:
Zebediah Figura
2024-02-06 17:08:01 -06:00
committed by Alexandre Julliard
parent 24d3a352a6
commit 3c8c7426df
Notes: Alexandre Julliard 2024-04-23 22:58:08 +02:00
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/811
6 changed files with 13 additions and 2 deletions

View File

@@ -1518,6 +1518,7 @@ D3DXPARAMETER_CLASS hlsl_sm1_class(const struct hlsl_type *type)
case HLSL_CLASS_TEXTURE:
return D3DXPC_OBJECT;
case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_PASS:
case HLSL_CLASS_UAV:
case HLSL_CLASS_VOID:
break;
@@ -1616,6 +1617,7 @@ D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type)
return D3DXPT_STRING;
case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_PASS:
case HLSL_CLASS_UAV:
case HLSL_CLASS_VOID:
break;