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vkd3d-shader/hlsl: Write an empty SHDR section.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -20,12 +20,44 @@
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#include "hlsl.h"
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#include <stdio.h>
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#include "sm4.h"
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static void write_sm4_shdr(struct hlsl_ctx *ctx, struct dxbc_writer *dxbc)
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{
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const struct hlsl_profile_info *profile = ctx->profile;
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struct vkd3d_bytecode_buffer buffer = {0};
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static const uint16_t shader_types[VKD3D_SHADER_TYPE_COUNT] =
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{
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VKD3D_SM4_PS,
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VKD3D_SM4_VS,
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VKD3D_SM4_GS,
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VKD3D_SM5_HS,
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VKD3D_SM5_DS,
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VKD3D_SM5_CS,
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0, /* EFFECT */
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0, /* TEXTURE */
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VKD3D_SM4_LIB,
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};
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put_u32(&buffer, (shader_types[profile->type] << 16) | (profile->major_version << 4) | profile->minor_version);
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put_u32(&buffer, 0); /* FIXME: instruction token count */
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dxbc_writer_add_section(dxbc, TAG_SHDR, buffer.data, buffer.size);
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}
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int hlsl_sm4_write(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_func, struct vkd3d_shader_code *out)
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{
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struct dxbc_writer dxbc;
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size_t i;
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int ret;
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dxbc_writer_init(&dxbc);
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return dxbc_writer_write(&dxbc, out);
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write_sm4_shdr(ctx, &dxbc);
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ret = dxbc_writer_write(&dxbc, out);
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for (i = 0; i < dxbc.section_count; ++i)
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vkd3d_free((void *)dxbc.sections[i].data);
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return ret;
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}
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@ -25,6 +25,7 @@
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#define VKD3D_SM5_HS 0x0003u
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#define VKD3D_SM5_DS 0x0004u
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#define VKD3D_SM5_CS 0x0005u
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#define VKD3D_SM4_LIB 0xfff0u
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#define VKD3D_SM4_INSTRUCTION_MODIFIER (0x1u << 31)
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