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

@@ -3010,6 +3010,7 @@ static D3D_SHADER_VARIABLE_CLASS sm4_class(const struct hlsl_type *type)
case HLSL_CLASS_OBJECT:
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING:
case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_VOID:
break;
}
@@ -3116,11 +3117,11 @@ static D3D_SHADER_INPUT_TYPE sm4_resource_type(const struct hlsl_type *type)
return sm4_resource_type(type->e.array.type);
case HLSL_CLASS_SAMPLER:
return D3D_SIT_SAMPLER;
case HLSL_CLASS_TEXTURE:
return D3D_SIT_TEXTURE;
case HLSL_CLASS_OBJECT:
switch (type->base_type)
{
case HLSL_TYPE_TEXTURE:
return D3D_SIT_TEXTURE;
case HLSL_TYPE_UAV:
return D3D_SIT_UAV_RWTYPED;
default:
@@ -4569,7 +4570,7 @@ static void write_sm4_ld(const struct tpf_writer *tpf, const struct hlsl_ir_node
enum hlsl_sampler_dim dim)
{
const struct hlsl_type *resource_type = hlsl_deref_get_type(tpf->ctx, resource);
bool multisampled = resource_type->base_type == HLSL_TYPE_TEXTURE
bool multisampled = resource_type->class == HLSL_CLASS_TEXTURE
&& (resource_type->sampler_dim == HLSL_SAMPLER_DIM_2DMS || resource_type->sampler_dim == HLSL_SAMPLER_DIM_2DMSARRAY);
bool uav = (hlsl_deref_get_regset(tpf->ctx, resource) == HLSL_REGSET_UAVS);
unsigned int coords_writemask = VKD3DSP_WRITEMASK_ALL;