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vkd3d-shader/hlsl: Improve VertexShader/PixelShader types handling.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Notes:
Alexandre Julliard
2024-03-06 23:29:49 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/676
@ -784,7 +784,9 @@ static const char * get_case_insensitive_typename(const char *name)
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"dword",
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"float",
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"matrix",
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"pixelshader",
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"vector",
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"vertexshader",
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};
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unsigned int i;
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@ -3396,8 +3398,8 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
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{"pass", HLSL_CLASS_OBJECT, HLSL_TYPE_PASS, 1, 1},
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{"STRING", HLSL_CLASS_OBJECT, HLSL_TYPE_STRING, 1, 1},
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{"TEXTURE", HLSL_CLASS_OBJECT, HLSL_TYPE_TEXTURE, 1, 1},
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{"PIXELSHADER", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
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{"VERTEXSHADER", HLSL_CLASS_OBJECT, HLSL_TYPE_VERTEXSHADER, 1, 1},
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{"pixelshader", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
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{"vertexshader", HLSL_CLASS_OBJECT, HLSL_TYPE_VERTEXSHADER, 1, 1},
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{"RenderTargetView",HLSL_CLASS_OBJECT, HLSL_TYPE_RENDERTARGETVIEW, 1, 1},
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{"DepthStencilView",HLSL_CLASS_OBJECT, HLSL_TYPE_DEPTHSTENCILVIEW, 1, 1},
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};
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@ -108,6 +108,7 @@ out {return KW_OUT; }
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packoffset {return KW_PACKOFFSET; }
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pass {return KW_PASS; }
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PixelShader {return KW_PIXELSHADER; }
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pixelshader {return KW_PIXELSHADER; }
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precise {return KW_PRECISE; }
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RasterizerOrderedBuffer {return KW_RASTERIZERORDEREDBUFFER; }
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RasterizerOrderedStructuredBuffer {return KW_RASTERIZERORDEREDSTRUCTUREDBUFFER; }
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@ -166,6 +167,7 @@ typedef {return KW_TYPEDEF; }
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uniform {return KW_UNIFORM; }
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vector {return KW_VECTOR; }
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VertexShader {return KW_VERTEXSHADER; }
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vertexshader {return KW_VERTEXSHADER; }
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void {return KW_VOID; }
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volatile {return KW_VOLATILE; }
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while {return KW_WHILE; }
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@ -10,7 +10,7 @@ float4 main() : sv_target
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return 0;
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}
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[pixel shader fail todo]
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[pixel shader fail]
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float4 vertexshader;
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float4 main() : sv_target
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@ -11,7 +11,7 @@ float4 main() : sv_target
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return 0;
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}
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[pixel shader fail todo]
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[pixel shader fail]
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float4 vertexshader;
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float4 main() : sv_target
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