vkd3d-shader/hlsl: Make HLSL_TYPE_VERTEXSHADER into a separate class.

This commit is contained in:
Zebediah Figura 2024-02-06 17:33:26 -06:00 committed by Alexandre Julliard
parent e904b4596a
commit 874937dab4
Notes: Alexandre Julliard 2024-05-06 22:37:26 +02:00
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/831
6 changed files with 30 additions and 11 deletions

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@ -1518,6 +1518,7 @@ D3DXPARAMETER_CLASS hlsl_sm1_class(const struct hlsl_type *type)
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING:
case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_VERTEX_SHADER:
return D3DXPC_OBJECT;
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP:
@ -1605,8 +1606,6 @@ D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type)
{
case HLSL_TYPE_PIXELSHADER:
return D3DXPT_PIXELSHADER;
case HLSL_TYPE_VERTEXSHADER:
return D3DXPT_VERTEXSHADER;
default:
vkd3d_unreachable();
}
@ -1621,6 +1620,9 @@ D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type)
case HLSL_CLASS_STRING:
return D3DXPT_STRING;
case HLSL_CLASS_VERTEX_SHADER:
return D3DXPT_VERTEXSHADER;
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_PASS:

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@ -352,7 +352,6 @@ static const char * get_fx_4_type_name(const struct hlsl_type *type)
static const char * const object_type_names[] =
{
[HLSL_TYPE_PIXELSHADER] = "PixelShader",
[HLSL_TYPE_VERTEXSHADER] = "VertexShader",
};
static const char * const texture_type_names[] =
{
@ -392,11 +391,13 @@ static const char * get_fx_4_type_name(const struct hlsl_type *type)
case HLSL_CLASS_RENDER_TARGET_VIEW:
return "RenderTargetView";
case HLSL_CLASS_VERTEX_SHADER:
return "VertexShader";
case HLSL_CLASS_OBJECT:
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
case HLSL_TYPE_VERTEXSHADER:
return object_type_names[type->base_type];
default:
return type->name;
@ -440,6 +441,7 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_UAV:
case HLSL_CLASS_VERTEX_SHADER:
put_u32_unaligned(buffer, 2);
break;
@ -532,18 +534,20 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
{
put_u32_unaligned(buffer, 19);
}
else if (type->class == HLSL_CLASS_VERTEX_SHADER)
{
put_u32_unaligned(buffer, 6);
}
else if (type->class == HLSL_CLASS_OBJECT)
{
static const uint32_t object_type[] =
{
[HLSL_TYPE_PIXELSHADER] = 5,
[HLSL_TYPE_VERTEXSHADER] = 6,
};
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
case HLSL_TYPE_VERTEXSHADER:
put_u32_unaligned(buffer, object_type[type->base_type]);
break;
default:
@ -842,7 +846,6 @@ static bool is_type_supported_fx_2(struct hlsl_ctx *ctx, const struct hlsl_type
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
case HLSL_TYPE_VERTEXSHADER:
hlsl_fixme(ctx, loc, "Write fx 2.0 parameter object type %#x.", type->base_type);
return false;
@ -852,6 +855,7 @@ static bool is_type_supported_fx_2(struct hlsl_ctx *ctx, const struct hlsl_type
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING:
case HLSL_CLASS_VERTEX_SHADER:
hlsl_fixme(ctx, loc, "Write fx 2.0 parameter class %#x.", type->class);
return false;
@ -1052,7 +1056,6 @@ static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
case HLSL_TYPE_VERTEXSHADER:
/* FIXME: write shader blobs, once parser support works. */
for (i = 0; i < elements_count; ++i)
put_u32(buffer, 0);
@ -1064,6 +1067,13 @@ static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_
}
break;
case HLSL_CLASS_VERTEX_SHADER:
/* FIXME: write shader blobs, once parser support works. */
for (i = 0; i < elements_count; ++i)
put_u32(buffer, 0);
++fx->shader_variable_count;
break;
default:
hlsl_fixme(ctx, &ctx->location, "Writing initializer for object type %u is not implemented.",
type->base_type);
@ -1153,13 +1163,13 @@ static bool is_object_variable(const struct hlsl_ir_var *var)
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_UAV:
case HLSL_CLASS_VERTEX_SHADER:
return true;
case HLSL_CLASS_OBJECT:
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
case HLSL_TYPE_VERTEXSHADER:
return true;
default:
return false;

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@ -370,6 +370,7 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_STRING:
case HLSL_CLASS_TECHNIQUE:
case HLSL_CLASS_VERTEX_SHADER:
case HLSL_CLASS_VOID:
break;
}
@ -438,6 +439,7 @@ static bool type_is_single_component(const struct hlsl_type *type)
case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_UAV:
case HLSL_CLASS_VERTEX_SHADER:
return true;
case HLSL_CLASS_VECTOR:
@ -578,6 +580,7 @@ unsigned int hlsl_type_get_component_offset(struct hlsl_ctx *ctx, struct hlsl_ty
case HLSL_CLASS_STRING:
case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_UAV:
case HLSL_CLASS_VERTEX_SHADER:
assert(idx == 0);
break;
@ -956,6 +959,7 @@ unsigned int hlsl_type_component_count(const struct hlsl_type *type)
case HLSL_CLASS_STRING:
case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_UAV:
case HLSL_CLASS_VERTEX_SHADER:
return 1;
case HLSL_CLASS_EFFECT_GROUP:
@ -2382,6 +2386,7 @@ struct vkd3d_string_buffer *hlsl_type_to_string(struct hlsl_ctx *ctx, const stru
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING:
case HLSL_CLASS_TECHNIQUE:
case HLSL_CLASS_VERTEX_SHADER:
case HLSL_CLASS_VOID:
break;
}
@ -3558,7 +3563,6 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
{"vector", HLSL_CLASS_VECTOR, HLSL_TYPE_FLOAT, 4, 1},
{"matrix", HLSL_CLASS_MATRIX, HLSL_TYPE_FLOAT, 4, 4},
{"pixelshader", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
{"vertexshader", HLSL_CLASS_OBJECT, HLSL_TYPE_VERTEXSHADER, 1, 1},
};
static const struct
@ -3685,6 +3689,7 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "RenderTargetView", HLSL_CLASS_RENDER_TARGET_VIEW));
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "STRING", HLSL_CLASS_STRING));
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "texture", HLSL_CLASS_TEXTURE));
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "vertexshader", HLSL_CLASS_VERTEX_SHADER));
for (i = 0; i < ARRAY_SIZE(effect_types); ++i)
{

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@ -88,6 +88,7 @@ enum hlsl_type_class
HLSL_CLASS_TECHNIQUE,
HLSL_CLASS_TEXTURE,
HLSL_CLASS_UAV,
HLSL_CLASS_VERTEX_SHADER,
HLSL_CLASS_VOID,
};
@ -101,7 +102,6 @@ enum hlsl_base_type
HLSL_TYPE_BOOL,
HLSL_TYPE_LAST_SCALAR = HLSL_TYPE_BOOL,
HLSL_TYPE_PIXELSHADER,
HLSL_TYPE_VERTEXSHADER,
};
enum hlsl_sampler_dim

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@ -1628,6 +1628,7 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_UAV:
case HLSL_CLASS_VERTEX_SHADER:
case HLSL_CLASS_OBJECT:
break;

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@ -3017,6 +3017,7 @@ static D3D_SHADER_VARIABLE_CLASS sm4_class(const struct hlsl_type *type)
case HLSL_CLASS_TECHNIQUE:
case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_UAV:
case HLSL_CLASS_VERTEX_SHADER:
case HLSL_CLASS_VOID:
break;
}