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https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
vkd3d-shader/hlsl: Add parser support for ComputeShader, DomainShader, and HullShader types.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
parent
2cbad81b55
commit
7c3677b114
Notes:
Henri Verbeet
2024-08-06 16:59:31 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/985
@ -1519,6 +1519,9 @@ D3DXPARAMETER_CLASS hlsl_sm1_class(const struct hlsl_type *type)
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_CONSTANT_BUFFER:
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case HLSL_CLASS_CONSTANT_BUFFER:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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break;
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break;
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}
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}
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@ -1618,6 +1621,9 @@ D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type)
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_CONSTANT_BUFFER:
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case HLSL_CLASS_CONSTANT_BUFFER:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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break;
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break;
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}
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}
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@ -631,6 +631,9 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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put_u32_unaligned(buffer, 2);
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put_u32_unaligned(buffer, 2);
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break;
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break;
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@ -1057,6 +1060,9 @@ static bool is_type_supported_fx_2(struct hlsl_ctx *ctx, const struct hlsl_type
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case HLSL_CLASS_RASTERIZER_STATE:
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case HLSL_CLASS_RASTERIZER_STATE:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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return false;
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return false;
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_EFFECT_GROUP:
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@ -381,6 +381,9 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_CONSTANT_BUFFER:
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case HLSL_CLASS_CONSTANT_BUFFER:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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break;
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break;
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}
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}
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}
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}
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@ -451,6 +454,9 @@ static bool type_is_single_component(const struct hlsl_type *type)
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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return true;
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return true;
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case HLSL_CLASS_VECTOR:
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case HLSL_CLASS_VECTOR:
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@ -603,6 +609,9 @@ unsigned int hlsl_type_get_component_offset(struct hlsl_ctx *ctx, struct hlsl_ty
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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VKD3D_ASSERT(idx == 0);
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VKD3D_ASSERT(idx == 0);
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break;
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break;
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@ -1003,6 +1012,9 @@ unsigned int hlsl_type_component_count(const struct hlsl_type *type)
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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return 1;
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return 1;
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_EFFECT_GROUP:
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@ -1090,6 +1102,9 @@ bool hlsl_types_are_equal(const struct hlsl_type *t1, const struct hlsl_type *t2
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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return true;
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return true;
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}
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}
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@ -2512,6 +2527,9 @@ struct vkd3d_string_buffer *hlsl_type_to_string(struct hlsl_ctx *ctx, const stru
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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break;
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break;
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}
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}
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@ -3861,6 +3879,9 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "STRING", HLSL_CLASS_STRING));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "STRING", HLSL_CLASS_STRING));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "texture", HLSL_CLASS_TEXTURE));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "texture", HLSL_CLASS_TEXTURE));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "vertexshader", HLSL_CLASS_VERTEX_SHADER));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "vertexshader", HLSL_CLASS_VERTEX_SHADER));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "ComputeShader", HLSL_CLASS_COMPUTE_SHADER));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "DomainShader", HLSL_CLASS_DOMAIN_SHADER));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "HullShader", HLSL_CLASS_HULL_SHADER));
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for (i = 0; i < ARRAY_SIZE(effect_types); ++i)
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for (i = 0; i < ARRAY_SIZE(effect_types); ++i)
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{
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{
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@ -91,6 +91,9 @@ enum hlsl_type_class
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HLSL_CLASS_TEXTURE,
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HLSL_CLASS_TEXTURE,
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HLSL_CLASS_UAV,
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HLSL_CLASS_UAV,
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HLSL_CLASS_VERTEX_SHADER,
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HLSL_CLASS_VERTEX_SHADER,
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HLSL_CLASS_COMPUTE_SHADER,
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HLSL_CLASS_DOMAIN_SHADER,
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HLSL_CLASS_HULL_SHADER,
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HLSL_CLASS_CONSTANT_BUFFER,
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HLSL_CLASS_CONSTANT_BUFFER,
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HLSL_CLASS_VOID,
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HLSL_CLASS_VOID,
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};
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};
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@ -7368,6 +7368,18 @@ type_no_void:
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{
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{
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$$ = hlsl_get_type(ctx->cur_scope, "PixelShader", true, true);
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$$ = hlsl_get_type(ctx->cur_scope, "PixelShader", true, true);
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}
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}
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| KW_COMPUTESHADER
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{
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$$ = hlsl_get_type(ctx->cur_scope, "ComputeShader", true, true);
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}
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| KW_DOMAINSHADER
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{
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$$ = hlsl_get_type(ctx->cur_scope, "DomainShader", true, true);
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}
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| KW_HULLSHADER
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{
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$$ = hlsl_get_type(ctx->cur_scope, "HullShader", true, true);
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}
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| KW_CONSTANTBUFFER '<' type '>'
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| KW_CONSTANTBUFFER '<' type '>'
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{
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{
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if ($3->class != HLSL_CLASS_STRUCT)
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if ($3->class != HLSL_CLASS_STRUCT)
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@ -1641,6 +1641,9 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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break;
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break;
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case HLSL_CLASS_MATRIX:
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case HLSL_CLASS_MATRIX:
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@ -3002,6 +3002,9 @@ static D3D_SHADER_VARIABLE_CLASS sm4_class(const struct hlsl_type *type)
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_CONSTANT_BUFFER:
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case HLSL_CLASS_CONSTANT_BUFFER:
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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break;
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break;
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}
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}
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vkd3d_unreachable();
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vkd3d_unreachable();
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