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vkd3d-shader/hlsl: Parse function call syntax on state blocks.
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Notes:
Henri Verbeet
2024-07-09 21:10:32 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/915
@ -1290,6 +1290,9 @@ static bool state_block_contains_state(const char *name, unsigned int start, str
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for (i = start; i < block->count; ++i)
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for (i = start; i < block->count; ++i)
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{
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{
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if (block->entries[i]->is_function_call)
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continue;
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if (!ascii_strcasecmp(block->entries[i]->name, name))
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if (!ascii_strcasecmp(block->entries[i]->name, name))
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return true;
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return true;
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}
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}
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@ -507,22 +507,31 @@ struct hlsl_ir_var
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* name[lhs_index] = args[0]
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* name[lhs_index] = args[0]
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* - or -
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* - or -
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* name[lhs_index] = {args[0], args[1], ...};
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* name[lhs_index] = {args[0], args[1], ...};
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*
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* This struct also represents function call syntax:
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* name(args[0], args[1], ...)
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*/
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*/
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struct hlsl_state_block_entry
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struct hlsl_state_block_entry
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{
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{
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/* For assignments, the name in the lhs. */
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/* Whether this entry is a function call. */
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bool is_function_call;
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/* For assignments, the name in the lhs.
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* For functions, the name of the function. */
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char *name;
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char *name;
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/* Resolved format-specific property identifier. */
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/* Resolved format-specific property identifier. */
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unsigned int name_id;
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unsigned int name_id;
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/* Whether the lhs in the assignment is indexed and, in that case, its index. */
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/* For assignments, whether the lhs of an assignment is indexed and, in
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* that case, its index. */
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bool lhs_has_index;
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bool lhs_has_index;
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unsigned int lhs_index;
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unsigned int lhs_index;
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/* Instructions present in the rhs. */
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/* Instructions present in the rhs or the function arguments. */
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struct hlsl_block *instrs;
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struct hlsl_block *instrs;
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/* For assignments, arguments of the rhs initializer. */
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/* For assignments, arguments of the rhs initializer.
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* For function calls, the arguments themselves. */
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struct hlsl_src *args;
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struct hlsl_src *args;
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unsigned int args_count;
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unsigned int args_count;
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};
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};
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@ -7379,6 +7379,32 @@ state_block:
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hlsl_src_from_node(&entry->args[i], $5.args[i]);
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hlsl_src_from_node(&entry->args[i], $5.args[i]);
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vkd3d_free($5.args);
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vkd3d_free($5.args);
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$$ = $1;
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state_block_add_entry($$, entry);
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}
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| state_block any_identifier '(' func_arguments ')' ';'
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{
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struct hlsl_state_block_entry *entry;
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unsigned int i;
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if (!(entry = hlsl_alloc(ctx, sizeof(*entry))))
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YYABORT;
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entry->is_function_call = true;
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entry->name = $2;
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entry->lhs_has_index = false;
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entry->lhs_index = 0;
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entry->instrs = $4.instrs;
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entry->args_count = $4.args_count;
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if (!(entry->args = hlsl_alloc(ctx, sizeof(*entry->args) * entry->args_count)))
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YYABORT;
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for (i = 0; i < entry->args_count; ++i)
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hlsl_src_from_node(&entry->args[i], $4.args[i]);
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vkd3d_free($4.args);
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$$ = $1;
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$$ = $1;
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state_block_add_entry($$, entry);
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state_block_add_entry($$, entry);
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}
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}
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@ -1,6 +1,6 @@
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% Unlike assignment syntax, only these names are allowed.
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% Unlike assignment syntax, only these names are allowed.
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% The parameter count is also checked.
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% The parameter count is also checked.
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[pixel shader todo]
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[pixel shader]
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sampler sam
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sampler sam
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{
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{
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SetBlendState(foo, bar, baz); // 3 parameters
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SetBlendState(foo, bar, baz); // 3 parameters
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@ -27,7 +27,7 @@ sampler sam
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float4 main() : sv_target { return 0; }
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float4 main() : sv_target { return 0; }
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[pixel shader fail(sm<6)]
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[pixel shader fail(sm<6) todo]
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sampler sam
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sampler sam
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{
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{
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SetSomeotherState();
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SetSomeotherState();
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@ -37,7 +37,7 @@ float4 main() : sv_target { return 0; }
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% It is allowed to use functions together with assignment syntax.
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% It is allowed to use functions together with assignment syntax.
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[pixel shader todo]
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[pixel shader]
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sampler sam
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sampler sam
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{
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{
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SetDepthStencilState(foo, bar);
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SetDepthStencilState(foo, bar);
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@ -48,7 +48,7 @@ float4 main() : sv_target { return 0; }
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% Test complex expression on the arguments, including function calls.
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% Test complex expression on the arguments, including function calls.
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[pixel shader todo]
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[pixel shader]
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float4 addition(float4 a, float4 b)
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float4 addition(float4 a, float4 b)
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{
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{
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return a + b;
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return a + b;
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@ -63,7 +63,7 @@ float4 main() : sv_target { return 0; }
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% Test the same thing on technique passes
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% Test the same thing on technique passes
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[pixel shader todo]
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[pixel shader]
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technique tech1
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technique tech1
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{
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{
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pass pass1
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pass pass1
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