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vkd3d-shader/hlsl: Support case-insensitive lookup for builtin 'float' type.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Notes:
Alexandre Julliard
2023-02-23 22:20:00 +01:00
Approved-by: Zebediah Figura (@zfigura) 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/101
@ -609,6 +609,7 @@ static const char * get_case_insensitive_typename(const char *name)
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static const char *const names[] =
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static const char *const names[] =
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{
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{
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"dword",
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"dword",
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"float",
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};
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};
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unsigned int i;
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unsigned int i;
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@ -2838,7 +2839,7 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
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effect_types[] =
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effect_types[] =
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{
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{
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{"dword", HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 1},
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{"dword", HLSL_CLASS_SCALAR, HLSL_TYPE_UINT, 1, 1},
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{"FLOAT", HLSL_CLASS_SCALAR, HLSL_TYPE_FLOAT, 1, 1},
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{"float", HLSL_CLASS_SCALAR, HLSL_TYPE_FLOAT, 1, 1},
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{"VECTOR", HLSL_CLASS_VECTOR, HLSL_TYPE_FLOAT, 4, 1},
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{"VECTOR", HLSL_CLASS_VECTOR, HLSL_TYPE_FLOAT, 4, 1},
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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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{"STRING", HLSL_CLASS_OBJECT, HLSL_TYPE_STRING, 1, 1},
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{"STRING", HLSL_CLASS_OBJECT, HLSL_TYPE_STRING, 1, 1},
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@ -1,20 +1,25 @@
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[pixel shader]
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[pixel shader]
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typedef float2 Dword;
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typedef float2 Dword;
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typedef float3 dWord;
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typedef float3 dWord;
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typedef float2 fLoat;
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float4 f()
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float4 f()
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{
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{
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typedef Dword dword;
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typedef Dword dword;
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typedef fLoat float;
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dword v1 = {1, 2};
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dword v1 = {1, 2};
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float v2 = {2, 3};
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DWORD v4 = 4;
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DWORD v4 = 4;
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return float4(v1.x, v1.y, 3, v4);
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return float4(v1.x, v2.x, v2.y, v4);
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}
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}
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float4 f2()
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float4 f2()
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{
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{
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typedef dword dword;
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typedef dword dword;
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dword v = 1;
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typedef float float;
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return float4(v, v, v, v);
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dword v1 = 1;
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float v2 = 1;
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return float4(v1, v2, v1, v1);
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}
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}
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float4 main() : SV_TARGET
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float4 main() : SV_TARGET
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@ -42,3 +47,11 @@ float4 main() : sv_target
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{
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{
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return float4(0, 0, 0, 0);
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return float4(0, 0, 0, 0);
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}
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}
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[pixel shader fail]
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typedef float2 float;
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float4 main() : sv_target
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{
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return float4(0, 0, 0, 0);
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}
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