mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-09-13 09:16:14 -07:00
vkd3d-shader/fx: Handle SetPixelShader() and SetVertexShader().
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
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
@ -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 },
|
||||||
|
@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user