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vkd3d-shader: Introduce vkd3d_shader_binding_flags.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
committed by
Alexandre Julliard
parent
feeb2b49df
commit
ae84b5210e
@@ -2057,9 +2057,9 @@ static struct vkd3d_shader_descriptor_binding vkd3d_dxbc_compiler_get_descriptor
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{
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const struct vkd3d_shader_interface *shader_interface = &compiler->shader_interface;
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enum vkd3d_shader_descriptor_type descriptor_type;
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enum vkd3d_shader_binding_flag resource_type_flag;
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struct vkd3d_shader_descriptor_binding binding;
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unsigned int reg_idx = reg->idx[0].offset;
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bool is_buffer_resource;
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unsigned int i;
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descriptor_type = VKD3D_SHADER_DESCRIPTOR_TYPE_UNKNOWN;
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@@ -2074,7 +2074,9 @@ static struct vkd3d_shader_descriptor_binding vkd3d_dxbc_compiler_get_descriptor
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else
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FIXME("Unhandled register type %#x.\n", reg->type);
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is_buffer_resource = resource_type == VKD3D_SHADER_RESOURCE_BUFFER;
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resource_type_flag = resource_type == VKD3D_SHADER_RESOURCE_BUFFER
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? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;
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if (is_uav_counter)
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{
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assert(descriptor_type == VKD3D_SHADER_DESCRIPTOR_TYPE_UAV);
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@@ -2098,11 +2100,13 @@ static struct vkd3d_shader_descriptor_binding vkd3d_dxbc_compiler_get_descriptor
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{
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const struct vkd3d_shader_resource_binding *current = &shader_interface->bindings[i];
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if (!(current->flags & resource_type_flag))
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continue;
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if (!vkd3d_dxbc_compiler_check_shader_visibility(compiler, current->shader_visibility))
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continue;
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if (current->type == descriptor_type && current->register_index == reg_idx
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&& current->is_buffer == is_buffer_resource)
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if (current->type == descriptor_type && current->register_index == reg_idx)
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return current->binding;
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}
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if (shader_interface->binding_count)
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@@ -3908,17 +3912,22 @@ static void vkd3d_dxbc_compiler_emit_combined_sampler_declarations(struct vkd3d_
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const struct vkd3d_shader_combined_resource_sampler *current;
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const unsigned int resource_index = resource->idx[0].offset;
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uint32_t image_type_id, type_id, ptr_type_id, var_id;
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bool is_buffer_resource, depth;
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enum vkd3d_shader_binding_flag resource_type_flag;
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struct vkd3d_symbol symbol;
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unsigned int i;
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bool depth;
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is_buffer_resource = resource_type == VKD3D_SHADER_RESOURCE_BUFFER;
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resource_type_flag = resource_type == VKD3D_SHADER_RESOURCE_BUFFER
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? VKD3D_SHADER_BINDING_FLAG_BUFFER : VKD3D_SHADER_BINDING_FLAG_IMAGE;
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for (i = 0; i < shader_interface->combined_sampler_count; ++i)
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{
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current = &shader_interface->combined_samplers[i];
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if (current->resource_index != resource_index || current->is_buffer != is_buffer_resource)
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if (current->resource_index != resource_index)
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continue;
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if (!(current->flags & resource_type_flag))
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continue;
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if (!vkd3d_dxbc_compiler_check_shader_visibility(compiler, current->shader_visibility))
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