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vkd3d-shader: Write empty SM1 shaders.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
committed by
Alexandre Julliard
parent
12b297b8cc
commit
44816403f1
@@ -1671,7 +1671,7 @@ int hlsl_compile_shader(const struct vkd3d_shader_code *hlsl, const struct vkd3d
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hlsl_error(&ctx, entry_func->loc, VKD3D_SHADER_ERROR_HLSL_MISSING_SEMANTIC,
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"Entry point \"%s\" is missing a return value semantic.", entry_point);
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ret = hlsl_emit_dxbc(&ctx, entry_func);
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ret = hlsl_emit_dxbc(&ctx, entry_func, dxbc);
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hlsl_ctx_cleanup(&ctx);
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return ret;
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@@ -530,7 +530,8 @@ bool hlsl_add_var(struct hlsl_ctx *ctx, struct hlsl_ir_var *decl, bool local_var
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void hlsl_dump_function(const struct hlsl_ir_function_decl *func) DECLSPEC_HIDDEN;
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int hlsl_emit_dxbc(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func) DECLSPEC_HIDDEN;
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int hlsl_emit_dxbc(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func,
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struct vkd3d_shader_code *out) DECLSPEC_HIDDEN;
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void hlsl_free_instr(struct hlsl_ir_node *node) DECLSPEC_HIDDEN;
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void hlsl_free_instr_list(struct list *list) DECLSPEC_HIDDEN;
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@@ -20,6 +20,7 @@
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#include "hlsl.h"
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#include <stdio.h>
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#include "vkd3d_d3d9types.h"
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/* Split uniforms into two variables representing the constant and temp
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* registers, and copy the former to the latter, so that writes to uniforms
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@@ -873,7 +874,53 @@ static void allocate_temp_registers(struct hlsl_ir_function_decl *entry_func)
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allocate_temp_registers_recurse(entry_func->body, &liveness);
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}
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int hlsl_emit_dxbc(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func)
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struct bytecode_buffer
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{
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uint32_t *data;
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size_t count, size;
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int status;
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};
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static void put_dword(struct bytecode_buffer *buffer, uint32_t value)
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{
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if (buffer->status)
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return;
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if (!vkd3d_array_reserve((void **)&buffer->data, &buffer->size, buffer->count + 1, sizeof(*buffer->data)))
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{
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buffer->status = VKD3D_ERROR_OUT_OF_MEMORY;
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return;
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}
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buffer->data[buffer->count++] = value;
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}
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static uint32_t sm1_version(enum vkd3d_shader_type type, unsigned int major, unsigned int minor)
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{
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if (type == VKD3D_SHADER_TYPE_VERTEX)
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return D3DVS_VERSION(major, minor);
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else
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return D3DPS_VERSION(major, minor);
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}
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static int write_sm1_shader(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func,
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struct vkd3d_shader_code *out)
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{
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struct bytecode_buffer buffer = {0};
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int ret;
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put_dword(&buffer, sm1_version(ctx->profile->type, ctx->profile->major_version, ctx->profile->minor_version));
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put_dword(&buffer, D3DSIO_END);
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if (!(ret = buffer.status))
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{
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out->code = buffer.data;
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out->size = buffer.count * sizeof(uint32_t);
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}
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return ret;
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}
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int hlsl_emit_dxbc(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func, struct vkd3d_shader_code *out)
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{
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struct hlsl_ir_var *var;
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@@ -916,5 +963,9 @@ int hlsl_emit_dxbc(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_fun
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if (ctx->failed)
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return VKD3D_ERROR_INVALID_SHADER;
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return VKD3D_ERROR_NOT_IMPLEMENTED;
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if (ctx->profile->major_version < 4)
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return write_sm1_shader(ctx, entry_func, out);
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else
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return VKD3D_ERROR_NOT_IMPLEMENTED;
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}
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