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vkd3d-shader/hlsl: Add parser support for BlendState type.
This commit is contained in:
parent
1be0d99b76
commit
91e88fac2e
Notes:
Henri Verbeet
2024-08-12 14:30:49 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/989
@ -1523,6 +1523,7 @@ D3DXPARAMETER_CLASS hlsl_sm1_class(const struct hlsl_type *type)
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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break;
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break;
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}
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}
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@ -1626,6 +1627,7 @@ D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type)
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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break;
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break;
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}
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}
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@ -636,6 +636,7 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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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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@ -1078,6 +1079,7 @@ static bool is_type_supported_fx_2(struct hlsl_ctx *ctx, const struct hlsl_type
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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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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@ -385,6 +385,7 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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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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@ -459,6 +460,7 @@ static bool type_is_single_component(const struct hlsl_type *type)
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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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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@ -615,6 +617,7 @@ unsigned int hlsl_type_get_component_offset(struct hlsl_ctx *ctx, struct hlsl_ty
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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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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@ -1019,6 +1022,7 @@ unsigned int hlsl_type_component_count(const struct hlsl_type *type)
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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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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@ -1110,6 +1114,7 @@ bool hlsl_types_are_equal(const struct hlsl_type *t1, const struct hlsl_type *t2
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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return true;
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return true;
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}
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}
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@ -2562,6 +2567,7 @@ struct vkd3d_string_buffer *hlsl_type_to_string(struct hlsl_ctx *ctx, const stru
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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break;
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break;
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}
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}
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@ -3937,6 +3943,7 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "DomainShader", HLSL_CLASS_DOMAIN_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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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "HullShader", HLSL_CLASS_HULL_SHADER));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "GeometryShader", HLSL_CLASS_GEOMETRY_SHADER));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "GeometryShader", HLSL_CLASS_GEOMETRY_SHADER));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "BlendState", HLSL_CLASS_BLEND_STATE));
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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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@ -96,6 +96,7 @@ enum hlsl_type_class
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HLSL_CLASS_HULL_SHADER,
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HLSL_CLASS_HULL_SHADER,
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HLSL_CLASS_GEOMETRY_SHADER,
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HLSL_CLASS_GEOMETRY_SHADER,
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HLSL_CLASS_CONSTANT_BUFFER,
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HLSL_CLASS_CONSTANT_BUFFER,
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HLSL_CLASS_BLEND_STATE,
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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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@ -7433,6 +7433,10 @@ type_no_void:
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{
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{
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$$ = hlsl_get_type(ctx->cur_scope, "RasterizerState", true, true);
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$$ = hlsl_get_type(ctx->cur_scope, "RasterizerState", true, true);
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}
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}
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| KW_BLENDSTATE
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{
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$$ = hlsl_get_type(ctx->cur_scope, "BlendState", true, true);
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}
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type:
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type:
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type_no_void
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type_no_void
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@ -1648,6 +1648,7 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
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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_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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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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@ -3006,6 +3006,7 @@ static D3D_SHADER_VARIABLE_CLASS sm4_class(const struct hlsl_type *type)
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_GEOMETRY_SHADER:
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case HLSL_CLASS_BLEND_STATE:
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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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@ -538,7 +538,7 @@ float4 main() : sv_target { return 0; }
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% State blocks are valid for BlendState.
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% State blocks are valid for BlendState.
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[pixel shader todo]
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[pixel shader]
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BlendState bs1
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BlendState bs1
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{
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{
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random_field = 1;
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random_field = 1;
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