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

@@ -365,8 +365,8 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_OBJECT:
case HLSL_CLASS_PASS:
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_STRING:
case HLSL_CLASS_TECHNIQUE:
@@ -432,8 +432,8 @@ static bool type_is_single_component(const struct hlsl_type *type)
switch (type->class)
{
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_SCALAR:
case HLSL_CLASS_OBJECT:
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING:
case HLSL_CLASS_RENDER_TARGET_VIEW:
@@ -574,7 +574,7 @@ unsigned int hlsl_type_get_component_offset(struct hlsl_ctx *ctx, struct hlsl_ty
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_SAMPLER:
case HLSL_CLASS_STRING:
@@ -953,7 +953,7 @@ unsigned int hlsl_type_component_count(const struct hlsl_type *type)
return hlsl_type_component_count(type->e.array.type) * type->e.array.elements_count;
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_OBJECT:
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING:
@@ -2380,8 +2380,8 @@ struct vkd3d_string_buffer *hlsl_type_to_string(struct hlsl_ctx *ctx, const stru
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_OBJECT:
case HLSL_CLASS_PASS:
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING:
@@ -3562,7 +3562,6 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
{"dword", HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 1},
{"vector", HLSL_CLASS_VECTOR, HLSL_TYPE_FLOAT, 4, 1},
{"matrix", HLSL_CLASS_MATRIX, HLSL_TYPE_FLOAT, 4, 4},
{"pixelshader", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
};
static const struct
@@ -3686,6 +3685,7 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "DepthStencilView", HLSL_CLASS_DEPTH_STENCIL_VIEW));
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "fxgroup", HLSL_CLASS_EFFECT_GROUP));
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "pass", HLSL_CLASS_PASS));
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "pixelshader", HLSL_CLASS_PIXEL_SHADER));
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "RenderTargetView", HLSL_CLASS_RENDER_TARGET_VIEW));
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "STRING", HLSL_CLASS_STRING));
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "texture", HLSL_CLASS_TEXTURE));