vkd3d-shader/hlsl: Make HLSL_TYPE_PIXELSHADER into a separate class.

This commit is contained in:
Zebediah Figura
2024-02-06 19:41:15 -06:00
committed by Alexandre Julliard
parent 874937dab4
commit d9f7a88329
Notes: Alexandre Julliard 2024-05-06 22:37:26 +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/831
6 changed files with 23 additions and 88 deletions

View File

@@ -349,10 +349,6 @@ static uint32_t get_fx_4_numeric_type_description(const struct hlsl_type *type,
static const char * get_fx_4_type_name(const struct hlsl_type *type)
{
static const char * const object_type_names[] =
{
[HLSL_TYPE_PIXELSHADER] = "PixelShader",
};
static const char * const texture_type_names[] =
{
[HLSL_SAMPLER_DIM_GENERIC] = "texture",
@@ -394,14 +390,8 @@ static const char * get_fx_4_type_name(const struct hlsl_type *type)
case HLSL_CLASS_VERTEX_SHADER:
return "VertexShader";
case HLSL_CLASS_OBJECT:
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
return object_type_names[type->base_type];
default:
return type->name;
}
case HLSL_CLASS_PIXEL_SHADER:
return "PixelShader";
default:
return type->name;
@@ -414,7 +404,6 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
uint32_t name_offset, offset, size, stride, numeric_desc;
uint32_t elements_count = 0;
const char *name;
struct hlsl_ctx *ctx = fx->ctx;
/* Resolve arrays to element type and number of elements. */
if (type->class == HLSL_CLASS_ARRAY)
@@ -437,7 +426,7 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
break;
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_OBJECT:
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_UAV:
@@ -534,27 +523,14 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
{
put_u32_unaligned(buffer, 19);
}
else if (type->class == HLSL_CLASS_PIXEL_SHADER)
{
put_u32_unaligned(buffer, 5);
}
else if (type->class == HLSL_CLASS_VERTEX_SHADER)
{
put_u32_unaligned(buffer, 6);
}
else if (type->class == HLSL_CLASS_OBJECT)
{
static const uint32_t object_type[] =
{
[HLSL_TYPE_PIXELSHADER] = 5,
};
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
put_u32_unaligned(buffer, object_type[type->base_type]);
break;
default:
hlsl_fixme(ctx, &ctx->location, "Object type %u is not supported.", type->base_type);
return 0;
}
}
else if (hlsl_is_numeric_type(type))
{
numeric_desc = get_fx_4_numeric_type_description(type, fx);
@@ -842,17 +818,7 @@ static bool is_type_supported_fx_2(struct hlsl_ctx *ctx, const struct hlsl_type
}
break;
case HLSL_CLASS_OBJECT:
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
hlsl_fixme(ctx, loc, "Write fx 2.0 parameter object type %#x.", type->base_type);
return false;
default:
return false;
}
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING:
case HLSL_CLASS_VERTEX_SHADER:
@@ -1052,21 +1018,7 @@ static void write_fx_4_object_variable(struct hlsl_ir_var *var, struct fx_write_
case HLSL_CLASS_UAV:
break;
case HLSL_CLASS_OBJECT:
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
/* FIXME: write shader blobs, once parser support works. */
for (i = 0; i < elements_count; ++i)
put_u32(buffer, 0);
++fx->shader_variable_count;
break;
default:
hlsl_fixme(ctx, &ctx->location, "Writing initializer for object type %u is not implemented.",
type->base_type);
}
break;
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_VERTEX_SHADER:
/* FIXME: write shader blobs, once parser support works. */
for (i = 0; i < elements_count; ++i)
@@ -1159,6 +1111,7 @@ static bool is_object_variable(const struct hlsl_ir_var *var)
switch (type->class)
{
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_TEXTURE:
@@ -1166,15 +1119,6 @@ static bool is_object_variable(const struct hlsl_ir_var *var)
case HLSL_CLASS_VERTEX_SHADER:
return true;
case HLSL_CLASS_OBJECT:
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
return true;
default:
return false;
}
default:
return false;
}