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vkd3d-shader/hlsl: Improve handling of builtin alias type "matrix".
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parent
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Notes:
Alexandre Julliard
2023-04-03 22:08:33 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/109
@ -614,6 +614,7 @@ static const char * get_case_insensitive_typename(const char *name)
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{
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{
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"dword",
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"dword",
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"float",
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"float",
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"matrix",
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};
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};
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unsigned int i;
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unsigned int i;
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@ -2845,7 +2846,7 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
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{"dword", HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 1},
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{"dword", HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 1},
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{"float", HLSL_CLASS_SCALAR, HLSL_TYPE_FLOAT, 1, 1},
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{"float", HLSL_CLASS_SCALAR, HLSL_TYPE_FLOAT, 1, 1},
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{"VECTOR", HLSL_CLASS_VECTOR, HLSL_TYPE_FLOAT, 4, 1},
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{"VECTOR", HLSL_CLASS_VECTOR, HLSL_TYPE_FLOAT, 4, 1},
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{"MATRIX", HLSL_CLASS_MATRIX, HLSL_TYPE_FLOAT, 4, 4},
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{"matrix", HLSL_CLASS_MATRIX, HLSL_TYPE_FLOAT, 4, 4},
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{"STRING", HLSL_CLASS_OBJECT, HLSL_TYPE_STRING, 1, 1},
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{"STRING", HLSL_CLASS_OBJECT, HLSL_TYPE_STRING, 1, 1},
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{"TEXTURE", HLSL_CLASS_OBJECT, HLSL_TYPE_TEXTURE, 1, 1},
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{"TEXTURE", HLSL_CLASS_OBJECT, HLSL_TYPE_TEXTURE, 1, 1},
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{"PIXELSHADER", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
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{"PIXELSHADER", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
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@ -2,6 +2,7 @@
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typedef float2 Dword;
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typedef float2 Dword;
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typedef float3 dWord;
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typedef float3 dWord;
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typedef float2 fLoat;
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typedef float2 fLoat;
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typedef float2 mAtrix;
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float4 f()
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float4 f()
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{
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{
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@ -10,6 +11,9 @@ float4 f()
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dword v1 = {1, 2};
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dword v1 = {1, 2};
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float v2 = {2, 3};
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float v2 = {2, 3};
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DWORD v4 = 4;
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DWORD v4 = 4;
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mAtrix v5 = {1, 2};
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maTrix v6 = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16};
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matrix v7 = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16};
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return float4(v1.x, v2.x, v2.y, v4);
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return float4(v1.x, v2.x, v2.y, v4);
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}
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}
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@ -55,3 +59,31 @@ float4 main() : sv_target
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{
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{
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return float4(0, 0, 0, 0);
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return float4(0, 0, 0, 0);
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}
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}
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[pixel shader fail]
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typedef float2 matrix;
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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[pixel shader fail]
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float4 f()
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{
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typedef float2 matrix;
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return float4(0, 0, 0, 0);
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}
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float4 main() : SV_TARGET
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{
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return f();
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}
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[pixel shader fail]
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Matrix<float, 2, 2> m;
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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