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vkd3d-shader/fx: Add support for the OMSetRenderTargets() state.
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c565a60b9e
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de48960b33
Notes:
Henri Verbeet
2024-08-08 23:48:51 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/986
@ -111,7 +111,7 @@ static void get_state_block_function_components(const struct state_block_functio
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{
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unsigned int i;
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assert(comp_count >= info->max_args);
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assert(comp_count <= info->max_args);
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if (info->min_args == info->max_args)
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{
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@ -125,7 +125,7 @@ static void get_state_block_function_components(const struct state_block_functio
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{
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for (i = 0; i < comp_count - 2; ++i)
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add_function_component(&components, "RenderTargetView", true, i + 1);
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add_function_component(&components, "DepthStencilView", true, 0);
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add_function_component(&components, "DepthStencilView", false, 0);
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add_function_component(&components, "RenderTargetView", true, 0);
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}
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}
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@ -1393,11 +1393,8 @@ static void write_fx_4_state_assignment(const struct hlsl_ir_var *var, struct hl
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struct hlsl_ctx *ctx = fx->ctx;
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struct hlsl_ir_node *value = entry->args->node;
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if (entry->lhs_has_index)
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hlsl_fixme(ctx, &var->loc, "Unsupported assignment to array element.");
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put_u32(buffer, entry->name_id);
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put_u32(buffer, 0); /* TODO: destination index */
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put_u32(buffer, entry->lhs_index);
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type_offset = put_u32(buffer, 0);
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rhs_offset = put_u32(buffer, 0);
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@ -1504,6 +1501,8 @@ enum state_property_component_type
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FX_HULLSHADER,
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FX_COMPUTESHADER,
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FX_TEXTURE,
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FX_DEPTHSTENCILVIEW,
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FX_RENDERTARGETVIEW,
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};
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static inline bool is_object_fx_type(enum state_property_component_type type)
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@ -1516,6 +1515,8 @@ static inline bool is_object_fx_type(enum state_property_component_type type)
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case FX_HULLSHADER:
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case FX_COMPUTESHADER:
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case FX_TEXTURE:
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case FX_RENDERTARGETVIEW:
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case FX_DEPTHSTENCILVIEW:
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return true;
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default:
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return false;
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@ -1538,6 +1539,10 @@ static inline enum hlsl_type_class hlsl_type_class_from_fx_type(enum state_prope
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return HLSL_CLASS_COMPUTE_SHADER;
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case FX_TEXTURE:
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return HLSL_CLASS_TEXTURE;
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case FX_RENDERTARGETVIEW:
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return HLSL_CLASS_RENDER_TARGET_VIEW;
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case FX_DEPTHSTENCILVIEW:
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return HLSL_CLASS_DEPTH_STENCIL_VIEW;
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default:
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vkd3d_unreachable();
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}
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@ -1671,6 +1676,10 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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{
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{ "RasterizerState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RASTERIZER, 1, 1, 0 },
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{ "DepthStencilState", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCIL, 1, 1, 1 },
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{ "RenderTargetView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_RENDERTARGETVIEW, 1, 8, 3 },
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{ "DepthStencilView", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_DEPTHSTENCILVIEW, 1, 1, 4 },
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{ "DS_StencilRef", HLSL_CLASS_PASS, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 9 },
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{ "FillMode", HLSL_CLASS_RASTERIZER_STATE, HLSL_CLASS_SCALAR, FX_UINT, 1, 1, 12, fill_values },
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@ -1748,6 +1757,27 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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return;
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}
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if (entry->lhs_has_index && state->array_size == 1)
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{
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hlsl_error(ctx, &var->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_SYNTAX, "Can't use array-style access for non-array state %s.",
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entry->name);
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return;
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}
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if (!entry->lhs_has_index && state->array_size > 1)
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{
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hlsl_error(ctx, &var->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_SYNTAX, "Expected array index for array state %s.",
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entry->name);
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return;
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}
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if (entry->lhs_has_index && (state->array_size <= entry->lhs_index))
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{
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hlsl_error(ctx, &var->loc, VKD3D_SHADER_ERROR_HLSL_INVALID_SYNTAX, "Invalid element index %u for the state %s[%u].",
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entry->lhs_index, state->name, state->array_size);
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return;
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}
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entry->name_id = state->id;
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replace_context.values = state->values;
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@ -1645,6 +1645,8 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
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case HLSL_CLASS_COMPUTE_SHADER:
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case HLSL_CLASS_DOMAIN_SHADER:
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case HLSL_CLASS_HULL_SHADER:
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case HLSL_CLASS_RENDER_TARGET_VIEW:
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case HLSL_CLASS_DEPTH_STENCIL_VIEW:
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break;
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case HLSL_CLASS_MATRIX:
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@ -1655,10 +1657,8 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
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* matrices yet. */
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return false;
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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_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_VOID:
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vkd3d_unreachable();
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@ -8,6 +8,8 @@ RasterizerState rs;
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HullShader hs;
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ComputeShader cs;
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DomainShader doms;
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RenderTargetView rtv1;
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DepthStencilView dsv;
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technique11
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{
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@ -18,5 +20,6 @@ technique11
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SetHullShader(hs);
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SetComputeShader(cs);
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SetDomainShader(doms);
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OMSetRenderTargets(rtv1, dsv);
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}
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}
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