diff --git a/libs/vkd3d-shader/hlsl.c b/libs/vkd3d-shader/hlsl.c index 856c356e..a38fe1cd 100644 --- a/libs/vkd3d-shader/hlsl.c +++ b/libs/vkd3d-shader/hlsl.c @@ -4274,6 +4274,8 @@ static bool hlsl_ctx_init(struct hlsl_ctx *ctx, const struct vkd3d_shader_compil } } + ctx->domain = VKD3D_TESSELLATOR_DOMAIN_INVALID; + return true; } diff --git a/libs/vkd3d-shader/hlsl.h b/libs/vkd3d-shader/hlsl.h index 00d36e2b..02232608 100644 --- a/libs/vkd3d-shader/hlsl.h +++ b/libs/vkd3d-shader/hlsl.h @@ -1073,6 +1073,8 @@ struct hlsl_ctx * compute shader profiles. It is set using the numthreads() attribute in the entry point. */ uint32_t thread_count[3]; + enum vkd3d_tessellator_domain domain; + /* In some cases we generate opcodes by parsing an HLSL function and then * invoking it. If not NULL, this field is the name of the function that we * are currently parsing, "mangled" with an internal prefix to avoid diff --git a/libs/vkd3d-shader/hlsl_codegen.c b/libs/vkd3d-shader/hlsl_codegen.c index 85210b4f..fc9a882a 100644 --- a/libs/vkd3d-shader/hlsl_codegen.c +++ b/libs/vkd3d-shader/hlsl_codegen.c @@ -5798,6 +5798,26 @@ struct hlsl_reg hlsl_reg_from_deref(struct hlsl_ctx *ctx, const struct hlsl_dere return ret; } +static const char *get_string_argument_value(struct hlsl_ctx *ctx, const struct hlsl_attribute *attr, unsigned int i) +{ + const struct hlsl_ir_node *instr = attr->args[i].node; + const struct hlsl_type *type = instr->data_type; + + if (type->class != HLSL_CLASS_STRING) + { + struct vkd3d_string_buffer *string; + + if ((string = hlsl_type_to_string(ctx, type))) + hlsl_error(ctx, &instr->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_TYPE, + "Wrong type for the argument %u of [%s]: expected string, but got %s.", + i, attr->name, string->buffer); + hlsl_release_string_buffer(ctx, string); + return NULL; + } + + return hlsl_ir_string_constant(instr)->string; +} + static void parse_numthreads_attribute(struct hlsl_ctx *ctx, const struct hlsl_attribute *attr) { unsigned int i; @@ -5846,6 +5866,32 @@ static void parse_numthreads_attribute(struct hlsl_ctx *ctx, const struct hlsl_a } } +static void parse_domain_attribute(struct hlsl_ctx *ctx, const struct hlsl_attribute *attr) +{ + const char *value; + + if (attr->args_count != 1) + { + hlsl_error(ctx, &attr->loc, VKD3D_SHADER_ERROR_HLSL_WRONG_PARAMETER_COUNT, + "Expected 1 parameter for [domain] attribute, but got %u.", attr->args_count); + return; + } + + if (!(value = get_string_argument_value(ctx, attr, 0))) + return; + + if (!strcmp(value, "isoline")) + ctx->domain = VKD3D_TESSELLATOR_DOMAIN_LINE; + else if (!strcmp(value, "tri")) + ctx->domain = VKD3D_TESSELLATOR_DOMAIN_TRIANGLE; + else if (!strcmp(value, "quad")) + ctx->domain = VKD3D_TESSELLATOR_DOMAIN_QUAD; + else + hlsl_error(ctx, &attr->args[0].node->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_DOMAIN, + "Invalid tessellator domain \"%s\": expected \"isoline\", \"tri\", or \"quad\".", + value); +} + static void parse_entry_function_attributes(struct hlsl_ctx *ctx, const struct hlsl_ir_function_decl *entry_func) { const struct hlsl_profile_info *profile = ctx->profile; @@ -5857,6 +5903,9 @@ static void parse_entry_function_attributes(struct hlsl_ctx *ctx, const struct h if (!strcmp(attr->name, "numthreads") && profile->type == VKD3D_SHADER_TYPE_COMPUTE) parse_numthreads_attribute(ctx, attr); + else if (!strcmp(attr->name, "domain") + && (profile->type == VKD3D_SHADER_TYPE_HULL || profile->type == VKD3D_SHADER_TYPE_DOMAIN)) + parse_domain_attribute(ctx, attr); else hlsl_warning(ctx, &entry_func->attrs[i]->loc, VKD3D_SHADER_WARNING_HLSL_UNKNOWN_ATTRIBUTE, "Ignoring unknown attribute \"%s\".", entry_func->attrs[i]->name); diff --git a/libs/vkd3d-shader/vkd3d_shader_private.h b/libs/vkd3d-shader/vkd3d_shader_private.h index 5f554225..d439dbc5 100644 --- a/libs/vkd3d-shader/vkd3d_shader_private.h +++ b/libs/vkd3d-shader/vkd3d_shader_private.h @@ -154,6 +154,7 @@ enum vkd3d_shader_error VKD3D_SHADER_ERROR_HLSL_FAILED_FORCED_UNROLL = 5032, VKD3D_SHADER_ERROR_HLSL_INVALID_PROFILE = 5033, VKD3D_SHADER_ERROR_HLSL_MISPLACED_COMPILE = 5034, + VKD3D_SHADER_ERROR_HLSL_INVALID_DOMAIN = 5035, VKD3D_SHADER_WARNING_HLSL_IMPLICIT_TRUNCATION = 5300, VKD3D_SHADER_WARNING_HLSL_DIVISION_BY_ZERO = 5301,