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vkd3d-shader/tpf: Explicitly write the class and base type for non-numeric types.
Avoid relying on that information being stored in the hlsl_type.
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parent
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commit
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Notes:
Alexandre Julliard
2024-03-27 23:06:24 +01:00
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/626
@ -2994,8 +2994,6 @@ static D3D_SHADER_VARIABLE_CLASS sm4_class(const struct hlsl_type *type)
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{
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switch (type->class)
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{
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case HLSL_CLASS_ARRAY:
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return sm4_class(type->e.array.type);
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case HLSL_CLASS_MATRIX:
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assert(type->modifiers & HLSL_MODIFIERS_MAJORITY_MASK);
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if (type->modifiers & HLSL_MODIFIER_COLUMN_MAJOR)
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@ -3004,10 +3002,11 @@ static D3D_SHADER_VARIABLE_CLASS sm4_class(const struct hlsl_type *type)
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return D3D_SVC_MATRIX_ROWS;
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case HLSL_CLASS_SCALAR:
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return D3D_SVC_SCALAR;
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case HLSL_CLASS_STRUCT:
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return D3D_SVC_STRUCT;
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case HLSL_CLASS_VECTOR:
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return D3D_SVC_VECTOR;
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case HLSL_CLASS_ARRAY:
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case HLSL_CLASS_STRUCT:
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case HLSL_CLASS_OBJECT:
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break;
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}
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@ -3029,8 +3028,6 @@ static D3D_SHADER_VARIABLE_TYPE sm4_base_type(const struct hlsl_type *type)
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return D3D_SVT_INT;
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case HLSL_TYPE_UINT:
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return D3D_SVT_UINT;
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case HLSL_TYPE_VOID:
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return D3D_SVT_VOID;
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default:
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vkd3d_unreachable();
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}
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@ -3082,9 +3079,14 @@ static void write_sm4_type(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *b
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put_u32(buffer, field->type->bytecode_offset);
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put_u32(buffer, field->reg_offset[HLSL_REGSET_NUMERIC]);
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}
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type->bytecode_offset = put_u32(buffer, vkd3d_make_u32(D3D_SVC_STRUCT, D3D_SVT_VOID));
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}
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else
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{
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type->bytecode_offset = put_u32(buffer, vkd3d_make_u32(sm4_class(array_type), sm4_base_type(array_type)));
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}
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type->bytecode_offset = put_u32(buffer, vkd3d_make_u32(sm4_class(type), sm4_base_type(type)));
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put_u32(buffer, vkd3d_make_u32(type->dimy, type->dimx));
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put_u32(buffer, vkd3d_make_u32(array_size, field_count));
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put_u32(buffer, fields_offset);
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