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

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@ -1514,7 +1514,7 @@ D3DXPARAMETER_CLASS hlsl_sm1_class(const struct hlsl_type *type)
return D3DXPC_STRUCT; return D3DXPC_STRUCT;
case HLSL_CLASS_VECTOR: case HLSL_CLASS_VECTOR:
return D3DXPC_VECTOR; return D3DXPC_VECTOR;
case HLSL_CLASS_OBJECT: case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_SAMPLER: case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING: case HLSL_CLASS_STRING:
case HLSL_CLASS_TEXTURE: case HLSL_CLASS_TEXTURE:
@ -1601,16 +1601,6 @@ D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type)
} }
break; break;
case HLSL_CLASS_OBJECT:
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
return D3DXPT_PIXELSHADER;
default:
vkd3d_unreachable();
}
vkd3d_unreachable();
case HLSL_CLASS_ARRAY: case HLSL_CLASS_ARRAY:
return hlsl_sm1_base_type(type->e.array.type); return hlsl_sm1_base_type(type->e.array.type);
@ -1620,6 +1610,9 @@ D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type)
case HLSL_CLASS_STRING: case HLSL_CLASS_STRING:
return D3DXPT_STRING; return D3DXPT_STRING;
case HLSL_CLASS_PIXEL_SHADER:
return D3DXPT_PIXELSHADER;
case HLSL_CLASS_VERTEX_SHADER: case HLSL_CLASS_VERTEX_SHADER:
return D3DXPT_VERTEXSHADER; return D3DXPT_VERTEXSHADER;

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@ -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 * 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[] = static const char * const texture_type_names[] =
{ {
[HLSL_SAMPLER_DIM_GENERIC] = "texture", [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: case HLSL_CLASS_VERTEX_SHADER:
return "VertexShader"; return "VertexShader";
case HLSL_CLASS_OBJECT: case HLSL_CLASS_PIXEL_SHADER:
switch (type->base_type) return "PixelShader";
{
case HLSL_TYPE_PIXELSHADER:
return object_type_names[type->base_type];
default:
return type->name;
}
default: default:
return type->name; 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 name_offset, offset, size, stride, numeric_desc;
uint32_t elements_count = 0; uint32_t elements_count = 0;
const char *name; const char *name;
struct hlsl_ctx *ctx = fx->ctx;
/* Resolve arrays to element type and number of elements. */ /* Resolve arrays to element type and number of elements. */
if (type->class == HLSL_CLASS_ARRAY) 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; break;
case HLSL_CLASS_DEPTH_STENCIL_VIEW: case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_OBJECT: case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW: case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_TEXTURE: case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_UAV: 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); 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) else if (type->class == HLSL_CLASS_VERTEX_SHADER)
{ {
put_u32_unaligned(buffer, 6); 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)) else if (hlsl_is_numeric_type(type))
{ {
numeric_desc = get_fx_4_numeric_type_description(type, fx); 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; break;
case HLSL_CLASS_OBJECT: case HLSL_CLASS_PIXEL_SHADER:
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_SAMPLER: case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING: case HLSL_CLASS_STRING:
case HLSL_CLASS_VERTEX_SHADER: 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: case HLSL_CLASS_UAV:
break; break;
case HLSL_CLASS_OBJECT: case HLSL_CLASS_PIXEL_SHADER:
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_VERTEX_SHADER: case HLSL_CLASS_VERTEX_SHADER:
/* FIXME: write shader blobs, once parser support works. */ /* FIXME: write shader blobs, once parser support works. */
for (i = 0; i < elements_count; ++i) 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) switch (type->class)
{ {
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW: case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_SAMPLER: case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_TEXTURE: case HLSL_CLASS_TEXTURE:
@ -1166,15 +1119,6 @@ static bool is_object_variable(const struct hlsl_ir_var *var)
case HLSL_CLASS_VERTEX_SHADER: case HLSL_CLASS_VERTEX_SHADER:
return true; return true;
case HLSL_CLASS_OBJECT:
switch (type->base_type)
{
case HLSL_TYPE_PIXELSHADER:
return true;
default:
return false;
}
default: default:
return false; return false;
} }

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@ -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_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP: case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_OBJECT:
case HLSL_CLASS_PASS: case HLSL_CLASS_PASS:
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW: case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_STRING: case HLSL_CLASS_STRING:
case HLSL_CLASS_TECHNIQUE: case HLSL_CLASS_TECHNIQUE:
@ -432,8 +432,8 @@ static bool type_is_single_component(const struct hlsl_type *type)
switch (type->class) switch (type->class)
{ {
case HLSL_CLASS_DEPTH_STENCIL_VIEW: case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_SCALAR: case HLSL_CLASS_SCALAR:
case HLSL_CLASS_OBJECT:
case HLSL_CLASS_SAMPLER: case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING: case HLSL_CLASS_STRING:
case HLSL_CLASS_RENDER_TARGET_VIEW: 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; break;
case HLSL_CLASS_DEPTH_STENCIL_VIEW: case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_OBJECT: case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW: case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_SAMPLER: case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING: 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; return hlsl_type_component_count(type->e.array.type) * type->e.array.elements_count;
case HLSL_CLASS_DEPTH_STENCIL_VIEW: case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_OBJECT: case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW: case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_SAMPLER: case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING: 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_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP: case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_OBJECT:
case HLSL_CLASS_PASS: case HLSL_CLASS_PASS:
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW: case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_SAMPLER: case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING: 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}, {"dword", HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 1},
{"vector", HLSL_CLASS_VECTOR, HLSL_TYPE_FLOAT, 4, 1}, {"vector", HLSL_CLASS_VECTOR, HLSL_TYPE_FLOAT, 4, 1},
{"matrix", HLSL_CLASS_MATRIX, HLSL_TYPE_FLOAT, 4, 4}, {"matrix", HLSL_CLASS_MATRIX, HLSL_TYPE_FLOAT, 4, 4},
{"pixelshader", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
}; };
static const struct 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, "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, "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, "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, "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, "STRING", HLSL_CLASS_STRING));
hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "texture", HLSL_CLASS_TEXTURE)); hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "texture", HLSL_CLASS_TEXTURE));

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@ -78,10 +78,10 @@ enum hlsl_type_class
HLSL_CLASS_LAST_NUMERIC = HLSL_CLASS_MATRIX, HLSL_CLASS_LAST_NUMERIC = HLSL_CLASS_MATRIX,
HLSL_CLASS_STRUCT, HLSL_CLASS_STRUCT,
HLSL_CLASS_ARRAY, HLSL_CLASS_ARRAY,
HLSL_CLASS_OBJECT,
HLSL_CLASS_DEPTH_STENCIL_VIEW, HLSL_CLASS_DEPTH_STENCIL_VIEW,
HLSL_CLASS_EFFECT_GROUP, HLSL_CLASS_EFFECT_GROUP,
HLSL_CLASS_PASS, HLSL_CLASS_PASS,
HLSL_CLASS_PIXEL_SHADER,
HLSL_CLASS_RENDER_TARGET_VIEW, HLSL_CLASS_RENDER_TARGET_VIEW,
HLSL_CLASS_SAMPLER, HLSL_CLASS_SAMPLER,
HLSL_CLASS_STRING, HLSL_CLASS_STRING,
@ -101,7 +101,6 @@ enum hlsl_base_type
HLSL_TYPE_UINT, HLSL_TYPE_UINT,
HLSL_TYPE_BOOL, HLSL_TYPE_BOOL,
HLSL_TYPE_LAST_SCALAR = HLSL_TYPE_BOOL, HLSL_TYPE_LAST_SCALAR = HLSL_TYPE_BOOL,
HLSL_TYPE_PIXELSHADER,
}; };
enum hlsl_sampler_dim enum hlsl_sampler_dim
@ -144,7 +143,6 @@ struct hlsl_type
enum hlsl_type_class class; enum hlsl_type_class class;
/* If class is <= HLSL_CLASS_LAST_NUMERIC, then base_type is <= HLSL_TYPE_LAST_SCALAR. /* If class is <= HLSL_CLASS_LAST_NUMERIC, then base_type is <= HLSL_TYPE_LAST_SCALAR.
* If class is HLSL_CLASS_OBJECT, then base_type is > HLSL_TYPE_LAST_SCALAR.
* Otherwise, base_type is not used. */ * Otherwise, base_type is not used. */
enum hlsl_base_type base_type; enum hlsl_base_type base_type;

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@ -1625,11 +1625,11 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
{ {
case HLSL_CLASS_SCALAR: case HLSL_CLASS_SCALAR:
case HLSL_CLASS_VECTOR: case HLSL_CLASS_VECTOR:
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_SAMPLER: case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_TEXTURE: case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_UAV: case HLSL_CLASS_UAV:
case HLSL_CLASS_VERTEX_SHADER: case HLSL_CLASS_VERTEX_SHADER:
case HLSL_CLASS_OBJECT:
break; break;
case HLSL_CLASS_MATRIX: case HLSL_CLASS_MATRIX:

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@ -3009,8 +3009,8 @@ static D3D_SHADER_VARIABLE_CLASS sm4_class(const struct hlsl_type *type)
case HLSL_CLASS_DEPTH_STENCIL_VIEW: case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP: case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_STRUCT: case HLSL_CLASS_STRUCT:
case HLSL_CLASS_OBJECT:
case HLSL_CLASS_PASS: case HLSL_CLASS_PASS:
case HLSL_CLASS_PIXEL_SHADER:
case HLSL_CLASS_RENDER_TARGET_VIEW: case HLSL_CLASS_RENDER_TARGET_VIEW:
case HLSL_CLASS_SAMPLER: case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING: case HLSL_CLASS_STRING: