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vkd3d-shader/hlsl: Define smoothstep() in HLSL.
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committed by
Alexandre Julliard
parent
d396c4ce27
commit
9ab77658f2
Notes:
Alexandre Julliard
2023-08-30 23:19:43 +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/310
@@ -837,6 +837,12 @@ struct hlsl_ctx
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* compute shader profiles. It is set using the numthreads() attribute in the entry point. */
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uint32_t thread_count[3];
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/* In some cases we generate opcodes by parsing an HLSL function and then
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* invoking it. If not NULL, this field is the name of the function that we
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* are currently parsing, "mangled" with an internal prefix to avoid
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* polluting the user namespace. */
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const char *internal_func_name;
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/* Whether the parser is inside a state block (effects' metadata) inside a variable declaration. */
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uint32_t in_state_block : 1;
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/* Whether the numthreads() attribute has been provided in the entry-point function. */
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@@ -1263,6 +1269,8 @@ bool hlsl_sm4_register_from_semantic(struct hlsl_ctx *ctx, const struct hlsl_sem
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bool output, enum vkd3d_shader_register_type *type, enum vkd3d_sm4_swizzle_type *swizzle_type, bool *has_idx);
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int hlsl_sm4_write(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func, struct vkd3d_shader_code *out);
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struct hlsl_ir_function_decl *hlsl_compile_internal_function(struct hlsl_ctx *ctx, const char *name, const char *hlsl);
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int hlsl_lexer_compile(struct hlsl_ctx *ctx, const struct vkd3d_shader_code *hlsl);
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#endif
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