vkd3d-shader/hlsl: Improve VertexShader/PixelShader types handling.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2024-02-23 15:50:39 +01:00 committed by Alexandre Julliard
parent 4dd1bbae40
commit a0d52dc385
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
4 changed files with 8 additions and 4 deletions

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@ -784,7 +784,9 @@ static const char * get_case_insensitive_typename(const char *name)
"dword",
"float",
"matrix",
"pixelshader",
"vector",
"vertexshader",
};
unsigned int i;
@ -3396,8 +3398,8 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
{"pass", HLSL_CLASS_OBJECT, HLSL_TYPE_PASS, 1, 1},
{"STRING", HLSL_CLASS_OBJECT, HLSL_TYPE_STRING, 1, 1},
{"TEXTURE", HLSL_CLASS_OBJECT, HLSL_TYPE_TEXTURE, 1, 1},
{"PIXELSHADER", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
{"VERTEXSHADER", HLSL_CLASS_OBJECT, HLSL_TYPE_VERTEXSHADER, 1, 1},
{"pixelshader", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
{"vertexshader", HLSL_CLASS_OBJECT, HLSL_TYPE_VERTEXSHADER, 1, 1},
{"RenderTargetView",HLSL_CLASS_OBJECT, HLSL_TYPE_RENDERTARGETVIEW, 1, 1},
{"DepthStencilView",HLSL_CLASS_OBJECT, HLSL_TYPE_DEPTHSTENCILVIEW, 1, 1},
};

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@ -108,6 +108,7 @@ out {return KW_OUT; }
packoffset {return KW_PACKOFFSET; }
pass {return KW_PASS; }
PixelShader {return KW_PIXELSHADER; }
pixelshader {return KW_PIXELSHADER; }
precise {return KW_PRECISE; }
RasterizerOrderedBuffer {return KW_RASTERIZERORDEREDBUFFER; }
RasterizerOrderedStructuredBuffer {return KW_RASTERIZERORDEREDSTRUCTUREDBUFFER; }
@ -166,6 +167,7 @@ typedef {return KW_TYPEDEF; }
uniform {return KW_UNIFORM; }
vector {return KW_VECTOR; }
VertexShader {return KW_VERTEXSHADER; }
vertexshader {return KW_VERTEXSHADER; }
void {return KW_VOID; }
volatile {return KW_VOLATILE; }
while {return KW_WHILE; }

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@ -10,7 +10,7 @@ float4 main() : sv_target
return 0;
}
[pixel shader fail todo]
[pixel shader fail]
float4 vertexshader;
float4 main() : sv_target

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@ -11,7 +11,7 @@ float4 main() : sv_target
return 0;
}
[pixel shader fail todo]
[pixel shader fail]
float4 vertexshader;
float4 main() : sv_target