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vkd3d-shader/hlsl: Make HLSL_TYPE_VERTEXSHADER into a separate class.
This commit is contained in:
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
@@ -370,6 +370,7 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VOID:
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break;
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}
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@@ -438,6 +439,7 @@ static bool type_is_single_component(const struct hlsl_type *type)
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VERTEX_SHADER:
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return true;
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case HLSL_CLASS_VECTOR:
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@@ -578,6 +580,7 @@ unsigned int hlsl_type_get_component_offset(struct hlsl_ctx *ctx, struct hlsl_ty
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VERTEX_SHADER:
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assert(idx == 0);
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break;
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@@ -956,6 +959,7 @@ unsigned int hlsl_type_component_count(const struct hlsl_type *type)
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VERTEX_SHADER:
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return 1;
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case HLSL_CLASS_EFFECT_GROUP:
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@@ -2382,6 +2386,7 @@ struct vkd3d_string_buffer *hlsl_type_to_string(struct hlsl_ctx *ctx, const stru
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_VERTEX_SHADER:
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case HLSL_CLASS_VOID:
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break;
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}
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@@ -3558,7 +3563,6 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
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{"vector", HLSL_CLASS_VECTOR, HLSL_TYPE_FLOAT, 4, 1},
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{"matrix", HLSL_CLASS_MATRIX, HLSL_TYPE_FLOAT, 4, 4},
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{"pixelshader", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
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{"vertexshader", HLSL_CLASS_OBJECT, HLSL_TYPE_VERTEXSHADER, 1, 1},
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};
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static const struct
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@@ -3685,6 +3689,7 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "RenderTargetView", HLSL_CLASS_RENDER_TARGET_VIEW));
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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, "vertexshader", HLSL_CLASS_VERTEX_SHADER));
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for (i = 0; i < ARRAY_SIZE(effect_types); ++i)
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{
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