vkd3d-shader/fx: Handle SetPixelShader() and SetVertexShader().

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov 2024-08-14 14:32:46 +02:00 committed by Henri Verbeet
parent 2c533e494a
commit aa0ea548e4
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
2 changed files with 14 additions and 0 deletions

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@ -1548,6 +1548,8 @@ enum state_property_component_type
FX_DEPTHSTENCILVIEW, FX_DEPTHSTENCILVIEW,
FX_RENDERTARGETVIEW, FX_RENDERTARGETVIEW,
FX_BLEND, FX_BLEND,
FX_VERTEXSHADER,
FX_PIXELSHADER,
}; };
static inline bool is_object_fx_type(enum state_property_component_type type) static inline bool is_object_fx_type(enum state_property_component_type type)
@ -1563,6 +1565,8 @@ static inline bool is_object_fx_type(enum state_property_component_type type)
case FX_RENDERTARGETVIEW: case FX_RENDERTARGETVIEW:
case FX_DEPTHSTENCILVIEW: case FX_DEPTHSTENCILVIEW:
case FX_BLEND: case FX_BLEND:
case FX_VERTEXSHADER:
case FX_PIXELSHADER:
return true; return true;
default: default:
return false; return false;
@ -1591,6 +1595,10 @@ static inline enum hlsl_type_class hlsl_type_class_from_fx_type(enum state_prope
return HLSL_CLASS_DEPTH_STENCIL_VIEW; return HLSL_CLASS_DEPTH_STENCIL_VIEW;
case FX_BLEND: case FX_BLEND:
return HLSL_CLASS_BLEND_STATE; return HLSL_CLASS_BLEND_STATE;
case FX_VERTEXSHADER:
return HLSL_CLASS_VERTEX_SHADER;
case FX_PIXELSHADER:
return HLSL_CLASS_PIXEL_SHADER;
default: default:
vkd3d_unreachable(); vkd3d_unreachable();
} }
@ -1767,6 +1775,8 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
{ "RenderTargetView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RENDERTARGETVIEW, 1, 8, 3 }, { "RenderTargetView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RENDERTARGETVIEW, 1, 8, 3 },
{ "DepthStencilView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCILVIEW, 1, 1, 4 }, { "DepthStencilView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCILVIEW, 1, 1, 4 },
{ "VertexShader", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_VERTEXSHADER, 1, 1, 6 },
{ "PixelShader", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_PIXELSHADER, 1, 1, 7 },
{ "DS_StencilRef", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 9 }, { "DS_StencilRef", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 9 },
{ "AB_BlendFactor", HLSL_CLASS_PASS, HLSL_CLASS_VECTOR, FX_FLOAT, 4, 1, 10 }, { "AB_BlendFactor", HLSL_CLASS_PASS, HLSL_CLASS_VECTOR, FX_FLOAT, 4, 1, 10 },
{ "AB_SampleMask", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 11 }, { "AB_SampleMask", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 11 },

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@ -11,6 +11,8 @@ DomainShader doms;
RenderTargetView rtv1; RenderTargetView rtv1;
DepthStencilView dsv; DepthStencilView dsv;
BlendState bs; BlendState bs;
VertexShader vs;
PixelShader ps;
technique11 technique11
{ {
@ -23,5 +25,7 @@ technique11
SetDomainShader(doms); SetDomainShader(doms);
OMSetRenderTargets(rtv1, dsv); OMSetRenderTargets(rtv1, dsv);
SetBlendState(bs, float4(1, 2, 3, 4), 0xf); SetBlendState(bs, float4(1, 2, 3, 4), 0xf);
SetVertexShader(vs);
SetPixelShader(ps);
} }
} }