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vkd3d-shader/d3d-asm: Pass a prefix and suffix to shader_dump_tessellator_partitioning().
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Notes:
Alexandre Julliard
2024-03-18 23:26:29 +01:00
Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/727
@ -569,30 +569,33 @@ static void shader_print_tessellator_output_primitive(struct vkd3d_d3d_asm_compi
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vkd3d_string_buffer_printf(buffer, "%s%s%s", prefix, primitive, suffix);
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}
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static void shader_dump_tessellator_partitioning(struct vkd3d_d3d_asm_compiler *compiler,
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enum vkd3d_shader_tessellator_partitioning partitioning)
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static void shader_print_tessellator_partitioning(struct vkd3d_d3d_asm_compiler *compiler,
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const char *prefix, enum vkd3d_shader_tessellator_partitioning p, const char *suffix)
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{
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struct vkd3d_string_buffer *buffer = &compiler->buffer;
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const char *partitioning;
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shader_addline(buffer, "partitioning_");
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switch (partitioning)
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switch (p)
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{
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case VKD3D_SHADER_TESSELLATOR_PARTITIONING_INTEGER:
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shader_addline(buffer, "integer");
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partitioning = "partitioning_integer";
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break;
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case VKD3D_SHADER_TESSELLATOR_PARTITIONING_POW2:
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shader_addline(buffer, "pow2");
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partitioning = "partitioning_pow2";
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break;
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case VKD3D_SHADER_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD:
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shader_addline(buffer, "fractional_odd");
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partitioning = "partitioning_fractional_odd";
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break;
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case VKD3D_SHADER_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN:
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shader_addline(buffer, "fractional_even");
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partitioning = "partitioning_fractional_even";
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break;
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default:
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shader_addline(buffer, "unknown_tessellator_partitioning(%#x)", partitioning);
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break;
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vkd3d_string_buffer_printf(buffer, "%s%s<unhandled tessellator partitioning %#x>%s%s",
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prefix, compiler->colours.error, p, compiler->colours.reset, suffix);
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return;
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}
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vkd3d_string_buffer_printf(buffer, "%s%s%s", prefix, partitioning, suffix);
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}
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static void shader_dump_shader_input_sysval_semantic(struct vkd3d_d3d_asm_compiler *compiler,
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@ -1952,8 +1955,7 @@ static void shader_dump_instruction(struct vkd3d_d3d_asm_compiler *compiler,
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break;
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case VKD3DSIH_DCL_TESSELLATOR_PARTITIONING:
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vkd3d_string_buffer_printf(buffer, " ");
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shader_dump_tessellator_partitioning(compiler, ins->declaration.tessellator_partitioning);
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shader_print_tessellator_partitioning(compiler, " ", ins->declaration.tessellator_partitioning, "");
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break;
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case VKD3DSIH_DCL_TGSM_RAW:
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