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

View File

@@ -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;