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

This commit is contained in:
Zebediah Figura
2024-02-05 20:25:57 -06:00
committed by Alexandre Julliard
parent 220362cbad
commit 93d7cd1785
Notes: Alexandre Julliard 2024-04-19 22:26:17 +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/781
7 changed files with 143 additions and 118 deletions

View File

@@ -1626,6 +1626,7 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
case HLSL_CLASS_SCALAR:
case HLSL_CLASS_VECTOR:
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_OBJECT:
break;
@@ -2611,7 +2612,7 @@ static bool lower_combined_samples(struct hlsl_ctx *ctx, struct hlsl_ir_node *in
hlsl_copy_deref(ctx, &load->sampler, &load->resource);
load->resource.var = var;
assert(hlsl_deref_get_type(ctx, &load->resource)->base_type == HLSL_TYPE_TEXTURE);
assert(hlsl_deref_get_type(ctx, &load->resource)->class == HLSL_CLASS_TEXTURE);
assert(hlsl_deref_get_type(ctx, &load->sampler)->class == HLSL_CLASS_SAMPLER);
return true;