mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
vkd3d-shader/hlsl: Make HLSL_TYPE_RENDERTARGETVIEW into a separate class.
This commit is contained in:
parent
ee2bde3aba
commit
d7da278693
Notes:
Alexandre Julliard
2024-04-23 22:58:08 +02:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/811
@ -1520,6 +1520,7 @@ D3DXPARAMETER_CLASS hlsl_sm1_class(const struct hlsl_type *type)
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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@ -1621,6 +1622,7 @@ D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type)
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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@ -353,7 +353,6 @@ static const char * get_fx_4_type_name(const struct hlsl_type *type)
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{
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{
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[HLSL_TYPE_PIXELSHADER] = "PixelShader",
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[HLSL_TYPE_PIXELSHADER] = "PixelShader",
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[HLSL_TYPE_VERTEXSHADER] = "VertexShader",
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[HLSL_TYPE_VERTEXSHADER] = "VertexShader",
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[HLSL_TYPE_RENDERTARGETVIEW] = "RenderTargetView",
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};
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};
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static const char * const texture_type_names[] =
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static const char * const texture_type_names[] =
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{
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{
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@ -390,12 +389,14 @@ static const char * get_fx_4_type_name(const struct hlsl_type *type)
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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return "DepthStencilView";
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return "DepthStencilView";
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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return "RenderTargetView";
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_OBJECT:
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switch (type->base_type)
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switch (type->base_type)
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{
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{
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case HLSL_TYPE_PIXELSHADER:
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case HLSL_TYPE_PIXELSHADER:
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case HLSL_TYPE_VERTEXSHADER:
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case HLSL_TYPE_VERTEXSHADER:
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case HLSL_TYPE_RENDERTARGETVIEW:
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return object_type_names[type->base_type];
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return object_type_names[type->base_type];
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default:
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default:
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return type->name;
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return type->name;
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@ -436,6 +437,7 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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put_u32_unaligned(buffer, 2);
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put_u32_unaligned(buffer, 2);
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@ -526,19 +528,21 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
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{
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{
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put_u32_unaligned(buffer, 20);
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put_u32_unaligned(buffer, 20);
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}
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}
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else if (type->class == HLSL_CLASS_RENDER_TARGET_VIEW)
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{
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put_u32_unaligned(buffer, 19);
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}
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else if (type->class == HLSL_CLASS_OBJECT)
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else if (type->class == HLSL_CLASS_OBJECT)
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{
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{
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static const uint32_t object_type[] =
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static const uint32_t object_type[] =
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{
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{
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[HLSL_TYPE_PIXELSHADER] = 5,
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[HLSL_TYPE_PIXELSHADER] = 5,
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[HLSL_TYPE_VERTEXSHADER] = 6,
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[HLSL_TYPE_VERTEXSHADER] = 6,
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[HLSL_TYPE_RENDERTARGETVIEW] = 19,
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};
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};
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switch (type->base_type)
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switch (type->base_type)
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{
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{
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case HLSL_TYPE_PIXELSHADER:
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case HLSL_TYPE_PIXELSHADER:
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case HLSL_TYPE_RENDERTARGETVIEW:
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case HLSL_TYPE_VERTEXSHADER:
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case HLSL_TYPE_VERTEXSHADER:
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put_u32_unaligned(buffer, object_type[type->base_type]);
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put_u32_unaligned(buffer, object_type[type->base_type]);
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break;
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break;
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@ -547,11 +551,17 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
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return 0;
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return 0;
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}
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}
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}
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}
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else /* Numeric type */
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else if (hlsl_is_numeric_type(type))
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{
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{
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numeric_desc = get_fx_4_numeric_type_description(type, fx);
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numeric_desc = get_fx_4_numeric_type_description(type, fx);
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put_u32_unaligned(buffer, numeric_desc);
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put_u32_unaligned(buffer, numeric_desc);
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}
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}
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else
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{
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FIXME("Type %u is not supported.\n", type->class);
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set_status(fx, VKD3D_ERROR_NOT_IMPLEMENTED);
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return 0;
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}
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return offset;
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return offset;
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}
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}
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@ -847,6 +857,7 @@ static bool is_type_supported_fx_2(struct hlsl_ctx *ctx, const struct hlsl_type
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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return false;
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return false;
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@ -1032,6 +1043,7 @@ static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_
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/* Initializer */
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/* Initializer */
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switch (type->class)
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switch (type->class)
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{
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{
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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break;
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break;
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@ -1039,8 +1051,6 @@ static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_OBJECT:
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switch (type->base_type)
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switch (type->base_type)
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{
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{
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case HLSL_TYPE_RENDERTARGETVIEW:
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break;
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case HLSL_TYPE_PIXELSHADER:
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case HLSL_TYPE_PIXELSHADER:
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case HLSL_TYPE_VERTEXSHADER:
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case HLSL_TYPE_VERTEXSHADER:
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/* FIXME: write shader blobs, once parser support works. */
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/* FIXME: write shader blobs, once parser support works. */
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@ -1139,6 +1149,7 @@ static bool is_object_variable(const struct hlsl_ir_var *var)
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switch (type->class)
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switch (type->class)
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{
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{
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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@ -1149,7 +1160,6 @@ static bool is_object_variable(const struct hlsl_ir_var *var)
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{
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{
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case HLSL_TYPE_PIXELSHADER:
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case HLSL_TYPE_PIXELSHADER:
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case HLSL_TYPE_VERTEXSHADER:
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case HLSL_TYPE_VERTEXSHADER:
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case HLSL_TYPE_RENDERTARGETVIEW:
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return true;
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return true;
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default:
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default:
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return false;
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return false;
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@ -367,6 +367,7 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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@ -434,6 +435,7 @@ static bool type_is_single_component(const struct hlsl_type *type)
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_UAV:
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case HLSL_CLASS_UAV:
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return true;
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return true;
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@ -571,6 +573,7 @@ unsigned int hlsl_type_get_component_offset(struct hlsl_ctx *ctx, struct hlsl_ty
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_TEXTURE:
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@ -948,6 +951,7 @@ unsigned int hlsl_type_component_count(const struct hlsl_type *type)
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_TEXTURE:
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case HLSL_CLASS_TEXTURE:
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@ -2374,6 +2378,7 @@ struct vkd3d_string_buffer *hlsl_type_to_string(struct hlsl_ctx *ctx, const stru
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_TECHNIQUE:
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@ -3554,7 +3559,6 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
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{"matrix", HLSL_CLASS_MATRIX, HLSL_TYPE_FLOAT, 4, 4},
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{"matrix", HLSL_CLASS_MATRIX, HLSL_TYPE_FLOAT, 4, 4},
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{"pixelshader", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
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{"pixelshader", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
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{"vertexshader", HLSL_CLASS_OBJECT, HLSL_TYPE_VERTEXSHADER, 1, 1},
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{"vertexshader", HLSL_CLASS_OBJECT, HLSL_TYPE_VERTEXSHADER, 1, 1},
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{"RenderTargetView",HLSL_CLASS_OBJECT, HLSL_TYPE_RENDERTARGETVIEW, 1, 1},
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};
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};
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static const struct
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static const struct
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@ -3669,6 +3673,7 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "DepthStencilView", HLSL_CLASS_DEPTH_STENCIL_VIEW));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "DepthStencilView", HLSL_CLASS_DEPTH_STENCIL_VIEW));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "fxgroup", HLSL_CLASS_EFFECT_GROUP));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "fxgroup", HLSL_CLASS_EFFECT_GROUP));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "pass", HLSL_CLASS_PASS));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "pass", HLSL_CLASS_PASS));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "RenderTargetView", HLSL_CLASS_RENDER_TARGET_VIEW));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "STRING", HLSL_CLASS_STRING));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "STRING", HLSL_CLASS_STRING));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "texture", HLSL_CLASS_TEXTURE));
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hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "texture", HLSL_CLASS_TEXTURE));
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@ -82,6 +82,7 @@ enum hlsl_type_class
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HLSL_CLASS_DEPTH_STENCIL_VIEW,
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HLSL_CLASS_DEPTH_STENCIL_VIEW,
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HLSL_CLASS_EFFECT_GROUP,
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HLSL_CLASS_EFFECT_GROUP,
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HLSL_CLASS_PASS,
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HLSL_CLASS_PASS,
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HLSL_CLASS_RENDER_TARGET_VIEW,
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HLSL_CLASS_SAMPLER,
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HLSL_CLASS_SAMPLER,
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HLSL_CLASS_STRING,
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HLSL_CLASS_STRING,
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HLSL_CLASS_TECHNIQUE,
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HLSL_CLASS_TECHNIQUE,
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@ -101,7 +102,6 @@ enum hlsl_base_type
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HLSL_TYPE_LAST_SCALAR = HLSL_TYPE_BOOL,
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HLSL_TYPE_LAST_SCALAR = HLSL_TYPE_BOOL,
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HLSL_TYPE_PIXELSHADER,
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HLSL_TYPE_PIXELSHADER,
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HLSL_TYPE_VERTEXSHADER,
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HLSL_TYPE_VERTEXSHADER,
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HLSL_TYPE_RENDERTARGETVIEW,
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};
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};
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enum hlsl_sampler_dim
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enum hlsl_sampler_dim
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@ -1641,6 +1641,7 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_EFFECT_GROUP:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_VOID:
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case HLSL_CLASS_VOID:
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@ -3011,6 +3011,7 @@ static D3D_SHADER_VARIABLE_CLASS sm4_class(const struct hlsl_type *type)
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case HLSL_CLASS_STRUCT:
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case HLSL_CLASS_STRUCT:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_OBJECT:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_PASS:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_SAMPLER:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_STRING:
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case HLSL_CLASS_TECHNIQUE:
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case HLSL_CLASS_TECHNIQUE:
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