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vkd3d-shader/fx: Use more descriptive names for FX-specific types.
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Henri Verbeet
2024-08-08 23:48:51 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/986
@ -1498,11 +1498,11 @@ enum state_property_component_type
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FX_FLOAT,
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FX_UINT,
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FX_UINT8,
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FX_DS_STATE,
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FX_RAST_STATE,
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FX_DS,
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FX_HS,
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FX_CS,
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FX_DEPTHSTENCIL,
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FX_RASTERIZER,
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FX_DOMAINSHADER,
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FX_HULLSHADER,
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FX_COMPUTESHADER,
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FX_TEXTURE,
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};
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@ -1510,11 +1510,11 @@ static inline bool is_object_fx_type(enum state_property_component_type type)
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{
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switch (type)
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{
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case FX_DS_STATE:
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case FX_RAST_STATE:
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case FX_DS:
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case FX_HS:
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case FX_CS:
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case FX_DEPTHSTENCIL:
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case FX_RASTERIZER:
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case FX_DOMAINSHADER:
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case FX_HULLSHADER:
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case FX_COMPUTESHADER:
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case FX_TEXTURE:
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return true;
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default:
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@ -1526,15 +1526,15 @@ static inline enum hlsl_type_class hlsl_type_class_from_fx_type(enum state_prope
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{
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switch (type)
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{
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case FX_DS_STATE:
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case FX_DEPTHSTENCIL:
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return HLSL_CLASS_DEPTH_STENCIL_STATE;
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case FX_RAST_STATE:
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case FX_RASTERIZER:
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return HLSL_CLASS_RASTERIZER_STATE;
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case FX_DS:
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case FX_DOMAINSHADER:
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return HLSL_CLASS_DOMAIN_SHADER;
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case FX_HS:
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case FX_HULLSHADER:
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return HLSL_CLASS_HULL_SHADER;
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case FX_CS:
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case FX_COMPUTESHADER:
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return HLSL_CLASS_COMPUTE_SHADER;
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case FX_TEXTURE:
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return HLSL_CLASS_TEXTURE;
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@ -1668,8 +1668,8 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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}
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states[] =
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{
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{ "RasterizerState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RAST_STATE, 1, 0 },
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{ "DepthStencilState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DS_STATE, 1, 1 },
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{ "RasterizerState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RASTERIZER, 1, 0 },
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{ "DepthStencilState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCIL, 1, 1 },
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{ "DS_StencilRef", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 9 },
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{ "FillMode", HLSL_CLASS_RASTERIZER_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 12, fill_values },
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@ -1710,9 +1710,9 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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{ "MaxLOD", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, FX_FLOAT, 1, 54 },
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{ "Texture", HLSL_CLASS_SAMPLER, HLSL_CLASS_SCALAR, FX_TEXTURE, 1, 55 },
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{ "HullShader", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_HS, 1, 56 },
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{ "DomainShader", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DS, 1, 57 },
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{ "ComputeShader", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_CS, 1, 58 },
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{ "HullShader", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_HULLSHADER, 1, 56 },
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{ "DomainShader", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DOMAINSHADER, 1, 57 },
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{ "ComputeShader", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_COMPUTESHADER, 1, 58 },
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};
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const struct hlsl_type *type = hlsl_get_multiarray_element_type(var->data_type);
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struct replace_state_context replace_context;
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