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vkd3d-shader/fx: Handle SetPixelShader() and SetVertexShader().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
parent
2c533e494a
commit
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Notes:
Henri Verbeet
2024-08-15 17:59:50 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/998
@ -1548,6 +1548,8 @@ enum state_property_component_type
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FX_DEPTHSTENCILVIEW,
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FX_DEPTHSTENCILVIEW,
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FX_RENDERTARGETVIEW,
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FX_RENDERTARGETVIEW,
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FX_BLEND,
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FX_BLEND,
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FX_VERTEXSHADER,
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FX_PIXELSHADER,
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};
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};
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static inline bool is_object_fx_type(enum state_property_component_type type)
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static inline bool is_object_fx_type(enum state_property_component_type type)
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@ -1563,6 +1565,8 @@ static inline bool is_object_fx_type(enum state_property_component_type type)
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case FX_RENDERTARGETVIEW:
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case FX_RENDERTARGETVIEW:
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case FX_DEPTHSTENCILVIEW:
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case FX_DEPTHSTENCILVIEW:
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case FX_BLEND:
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case FX_BLEND:
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case FX_VERTEXSHADER:
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case FX_PIXELSHADER:
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return true;
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return true;
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default:
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default:
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return false;
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return false;
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@ -1591,6 +1595,10 @@ static inline enum hlsl_type_class hlsl_type_class_from_fx_type(enum state_prope
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return HLSL_CLASS_DEPTH_STENCIL_VIEW;
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return HLSL_CLASS_DEPTH_STENCIL_VIEW;
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case FX_BLEND:
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case FX_BLEND:
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return HLSL_CLASS_BLEND_STATE;
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return HLSL_CLASS_BLEND_STATE;
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case FX_VERTEXSHADER:
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return HLSL_CLASS_VERTEX_SHADER;
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case FX_PIXELSHADER:
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return HLSL_CLASS_PIXEL_SHADER;
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default:
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default:
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vkd3d_unreachable();
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vkd3d_unreachable();
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}
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}
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@ -1767,6 +1775,8 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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{ "RenderTargetView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RENDERTARGETVIEW, 1, 8, 3 },
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{ "RenderTargetView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RENDERTARGETVIEW, 1, 8, 3 },
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{ "DepthStencilView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCILVIEW, 1, 1, 4 },
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{ "DepthStencilView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCILVIEW, 1, 1, 4 },
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{ "VertexShader", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_VERTEXSHADER, 1, 1, 6 },
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{ "PixelShader", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_PIXELSHADER, 1, 1, 7 },
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{ "DS_StencilRef", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 9 },
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{ "DS_StencilRef", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 9 },
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{ "AB_BlendFactor", HLSL_CLASS_PASS, HLSL_CLASS_VECTOR, FX_FLOAT, 4, 1, 10 },
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{ "AB_BlendFactor", HLSL_CLASS_PASS, HLSL_CLASS_VECTOR, FX_FLOAT, 4, 1, 10 },
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{ "AB_SampleMask", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 11 },
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{ "AB_SampleMask", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 11 },
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@ -11,6 +11,8 @@ DomainShader doms;
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RenderTargetView rtv1;
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RenderTargetView rtv1;
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DepthStencilView dsv;
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DepthStencilView dsv;
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BlendState bs;
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BlendState bs;
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VertexShader vs;
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PixelShader ps;
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technique11
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technique11
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{
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{
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@ -23,5 +25,7 @@ technique11
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SetDomainShader(doms);
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SetDomainShader(doms);
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OMSetRenderTargets(rtv1, dsv);
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OMSetRenderTargets(rtv1, dsv);
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SetBlendState(bs, float4(1, 2, 3, 4), 0xf);
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SetBlendState(bs, float4(1, 2, 3, 4), 0xf);
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SetVertexShader(vs);
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SetPixelShader(ps);
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}
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}
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}
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}
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