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vkd3d-shader: Add a flag marking raw buffers to struct vkd3d_shader_descriptor_info.
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Notes:
Alexandre Julliard
2023-08-23 22:51:23 +02:00
Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/304
@ -1339,6 +1339,8 @@ enum vkd3d_shader_descriptor_info_flag
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/** The descriptor is a UAV resource, on which the shader performs
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/** The descriptor is a UAV resource, on which the shader performs
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* atomic ops. \since 1.6 */
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* atomic ops. \since 1.6 */
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VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_ATOMICS = 0x00000008,
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VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_ATOMICS = 0x00000008,
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/** The descriptor is a raw (byte-addressed) buffer. \since 1.9 */
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VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_RAW_BUFFER = 0x00000010,
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_DESCRIPTOR_INFO_FLAG),
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VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_DESCRIPTOR_INFO_FLAG),
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};
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};
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@ -819,7 +819,7 @@ static void vkd3d_shader_scan_sampler_declaration(struct vkd3d_shader_scan_conte
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static void vkd3d_shader_scan_resource_declaration(struct vkd3d_shader_scan_context *context,
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static void vkd3d_shader_scan_resource_declaration(struct vkd3d_shader_scan_context *context,
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const struct vkd3d_shader_resource *resource, enum vkd3d_shader_resource_type resource_type,
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const struct vkd3d_shader_resource *resource, enum vkd3d_shader_resource_type resource_type,
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enum vkd3d_shader_resource_data_type resource_data_type,
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enum vkd3d_shader_resource_data_type resource_data_type,
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unsigned int sample_count, unsigned int structure_stride)
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unsigned int sample_count, unsigned int structure_stride, bool raw)
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{
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{
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struct vkd3d_shader_descriptor_info1 *d;
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struct vkd3d_shader_descriptor_info1 *d;
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enum vkd3d_shader_descriptor_type type;
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enum vkd3d_shader_descriptor_type type;
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@ -836,6 +836,8 @@ static void vkd3d_shader_scan_resource_declaration(struct vkd3d_shader_scan_cont
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return;
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return;
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d->sample_count = sample_count;
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d->sample_count = sample_count;
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d->structure_stride = structure_stride;
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d->structure_stride = structure_stride;
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if (raw)
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d->flags |= VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_RAW_BUFFER;
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}
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}
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static void vkd3d_shader_scan_typed_resource_declaration(struct vkd3d_shader_scan_context *context,
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static void vkd3d_shader_scan_typed_resource_declaration(struct vkd3d_shader_scan_context *context,
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@ -894,7 +896,7 @@ static void vkd3d_shader_scan_typed_resource_declaration(struct vkd3d_shader_sca
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}
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}
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vkd3d_shader_scan_resource_declaration(context, &semantic->resource,
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vkd3d_shader_scan_resource_declaration(context, &semantic->resource,
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semantic->resource_type, resource_data_type, semantic->sample_count, 0);
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semantic->resource_type, resource_data_type, semantic->sample_count, 0, false);
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}
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}
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static void vkd3d_shader_scan_error(struct vkd3d_shader_scan_context *context,
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static void vkd3d_shader_scan_error(struct vkd3d_shader_scan_context *context,
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@ -928,13 +930,13 @@ static int vkd3d_shader_scan_instruction(struct vkd3d_shader_scan_context *conte
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case VKD3DSIH_DCL_RESOURCE_RAW:
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case VKD3DSIH_DCL_RESOURCE_RAW:
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case VKD3DSIH_DCL_UAV_RAW:
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case VKD3DSIH_DCL_UAV_RAW:
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vkd3d_shader_scan_resource_declaration(context, &instruction->declaration.raw_resource.resource,
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vkd3d_shader_scan_resource_declaration(context, &instruction->declaration.raw_resource.resource,
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VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0, 0);
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VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0, 0, true);
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break;
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break;
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case VKD3DSIH_DCL_RESOURCE_STRUCTURED:
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case VKD3DSIH_DCL_RESOURCE_STRUCTURED:
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case VKD3DSIH_DCL_UAV_STRUCTURED:
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case VKD3DSIH_DCL_UAV_STRUCTURED:
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vkd3d_shader_scan_resource_declaration(context, &instruction->declaration.structured_resource.resource,
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vkd3d_shader_scan_resource_declaration(context, &instruction->declaration.structured_resource.resource,
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VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0,
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VKD3D_SHADER_RESOURCE_BUFFER, VKD3D_SHADER_RESOURCE_DATA_UINT, 0,
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instruction->declaration.structured_resource.byte_stride);
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instruction->declaration.structured_resource.byte_stride, false);
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break;
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break;
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case VKD3DSIH_IF:
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case VKD3DSIH_IF:
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cf_info = vkd3d_shader_scan_push_cf_info(context);
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cf_info = vkd3d_shader_scan_push_cf_info(context);
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