vkd3d-shader/hlsl: Make HLSL_TYPE_DEPTHSTENCILVIEW into a separate class.

This commit is contained in:
Zebediah Figura 2024-02-27 13:31:20 -06:00 committed by Alexandre Julliard
parent 76971d811e
commit ee2bde3aba
Notes: Alexandre Julliard 2024-04-23 22:58:08 +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/811
6 changed files with 38 additions and 17 deletions

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@ -1517,6 +1517,7 @@ D3DXPARAMETER_CLASS hlsl_sm1_class(const struct hlsl_type *type)
case HLSL_CLASS_STRING: case HLSL_CLASS_STRING:
case HLSL_CLASS_TEXTURE: case HLSL_CLASS_TEXTURE:
return D3DXPC_OBJECT; return D3DXPC_OBJECT;
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP: case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_PASS: case HLSL_CLASS_PASS:
case HLSL_CLASS_TECHNIQUE: case HLSL_CLASS_TECHNIQUE:
@ -1617,6 +1618,7 @@ 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_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP: case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_PASS: case HLSL_CLASS_PASS:
case HLSL_CLASS_TECHNIQUE: case HLSL_CLASS_TECHNIQUE:

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@ -354,7 +354,6 @@ static const char * get_fx_4_type_name(const struct hlsl_type *type)
[HLSL_TYPE_PIXELSHADER] = "PixelShader", [HLSL_TYPE_PIXELSHADER] = "PixelShader",
[HLSL_TYPE_VERTEXSHADER] = "VertexShader", [HLSL_TYPE_VERTEXSHADER] = "VertexShader",
[HLSL_TYPE_RENDERTARGETVIEW] = "RenderTargetView", [HLSL_TYPE_RENDERTARGETVIEW] = "RenderTargetView",
[HLSL_TYPE_DEPTHSTENCILVIEW] = "DepthStencilView",
}; };
static const char * const texture_type_names[] = static const char * const texture_type_names[] =
{ {
@ -380,22 +379,31 @@ static const char * get_fx_4_type_name(const struct hlsl_type *type)
[HLSL_SAMPLER_DIM_STRUCTURED_BUFFER] = "RWStructuredBuffer", [HLSL_SAMPLER_DIM_STRUCTURED_BUFFER] = "RWStructuredBuffer",
}; };
if (type->class == HLSL_CLASS_TEXTURE) switch (type->class)
{
case HLSL_CLASS_TEXTURE:
return texture_type_names[type->sampler_dim]; return texture_type_names[type->sampler_dim];
if (type->class == HLSL_CLASS_UAV) case HLSL_CLASS_UAV:
return uav_type_names[type->sampler_dim]; return uav_type_names[type->sampler_dim];
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
return "DepthStencilView";
case HLSL_CLASS_OBJECT:
switch (type->base_type) switch (type->base_type)
{ {
case HLSL_TYPE_PIXELSHADER: case HLSL_TYPE_PIXELSHADER:
case HLSL_TYPE_VERTEXSHADER: case HLSL_TYPE_VERTEXSHADER:
case HLSL_TYPE_RENDERTARGETVIEW: case HLSL_TYPE_RENDERTARGETVIEW:
case HLSL_TYPE_DEPTHSTENCILVIEW:
return object_type_names[type->base_type]; return object_type_names[type->base_type];
default: default:
return type->name; return type->name;
} }
default:
return type->name;
}
} }
static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_context *fx) static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_context *fx)
@ -426,6 +434,7 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
put_u32_unaligned(buffer, 1); put_u32_unaligned(buffer, 1);
break; break;
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_OBJECT: case HLSL_CLASS_OBJECT:
case HLSL_CLASS_TEXTURE: case HLSL_CLASS_TEXTURE:
case HLSL_CLASS_UAV: case HLSL_CLASS_UAV:
@ -513,6 +522,10 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
put_u32_unaligned(buffer, uav_type[type->sampler_dim]); put_u32_unaligned(buffer, uav_type[type->sampler_dim]);
} }
else if (type->class == HLSL_CLASS_DEPTH_STENCIL_VIEW)
{
put_u32_unaligned(buffer, 20);
}
else if (type->class == HLSL_CLASS_OBJECT) else if (type->class == HLSL_CLASS_OBJECT)
{ {
static const uint32_t object_type[] = static const uint32_t object_type[] =
@ -520,12 +533,10 @@ static uint32_t write_fx_4_type(const struct hlsl_type *type, struct fx_write_co
[HLSL_TYPE_PIXELSHADER] = 5, [HLSL_TYPE_PIXELSHADER] = 5,
[HLSL_TYPE_VERTEXSHADER] = 6, [HLSL_TYPE_VERTEXSHADER] = 6,
[HLSL_TYPE_RENDERTARGETVIEW] = 19, [HLSL_TYPE_RENDERTARGETVIEW] = 19,
[HLSL_TYPE_DEPTHSTENCILVIEW] = 20,
}; };
switch (type->base_type) switch (type->base_type)
{ {
case HLSL_TYPE_DEPTHSTENCILVIEW:
case HLSL_TYPE_PIXELSHADER: case HLSL_TYPE_PIXELSHADER:
case HLSL_TYPE_RENDERTARGETVIEW: case HLSL_TYPE_RENDERTARGETVIEW:
case HLSL_TYPE_VERTEXSHADER: case HLSL_TYPE_VERTEXSHADER:
@ -834,6 +845,7 @@ static bool is_type_supported_fx_2(struct hlsl_ctx *ctx, const struct hlsl_type
hlsl_fixme(ctx, loc, "Write fx 2.0 parameter class %#x.", type->class); hlsl_fixme(ctx, loc, "Write fx 2.0 parameter class %#x.", type->class);
return false; return false;
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_UAV: case HLSL_CLASS_UAV:
case HLSL_CLASS_VOID: case HLSL_CLASS_VOID:
return false; return false;

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@ -363,6 +363,7 @@ static void hlsl_type_calculate_reg_size(struct hlsl_ctx *ctx, struct hlsl_type
type->reg_size[HLSL_REGSET_UAVS] = 1; type->reg_size[HLSL_REGSET_UAVS] = 1;
break; break;
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP: case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_OBJECT: case HLSL_CLASS_OBJECT:
case HLSL_CLASS_PASS: case HLSL_CLASS_PASS:
@ -428,6 +429,7 @@ 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_SCALAR: case HLSL_CLASS_SCALAR:
case HLSL_CLASS_OBJECT: case HLSL_CLASS_OBJECT:
case HLSL_CLASS_SAMPLER: case HLSL_CLASS_SAMPLER:
@ -567,6 +569,7 @@ 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_OBJECT: case HLSL_CLASS_OBJECT:
case HLSL_CLASS_SAMPLER: case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING: case HLSL_CLASS_STRING:
@ -943,6 +946,7 @@ unsigned int hlsl_type_component_count(const struct hlsl_type *type)
case HLSL_CLASS_ARRAY: case HLSL_CLASS_ARRAY:
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_OBJECT: case HLSL_CLASS_OBJECT:
case HLSL_CLASS_SAMPLER: case HLSL_CLASS_SAMPLER:
case HLSL_CLASS_STRING: case HLSL_CLASS_STRING:
@ -2366,6 +2370,7 @@ struct vkd3d_string_buffer *hlsl_type_to_string(struct hlsl_ctx *ctx, const stru
} }
return string; return string;
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP: case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_OBJECT: case HLSL_CLASS_OBJECT:
case HLSL_CLASS_PASS: case HLSL_CLASS_PASS:
@ -3550,7 +3555,6 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
{"pixelshader", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1}, {"pixelshader", HLSL_CLASS_OBJECT, HLSL_TYPE_PIXELSHADER, 1, 1},
{"vertexshader", HLSL_CLASS_OBJECT, HLSL_TYPE_VERTEXSHADER, 1, 1}, {"vertexshader", HLSL_CLASS_OBJECT, HLSL_TYPE_VERTEXSHADER, 1, 1},
{"RenderTargetView",HLSL_CLASS_OBJECT, HLSL_TYPE_RENDERTARGETVIEW, 1, 1}, {"RenderTargetView",HLSL_CLASS_OBJECT, HLSL_TYPE_RENDERTARGETVIEW, 1, 1},
{"DepthStencilView",HLSL_CLASS_OBJECT, HLSL_TYPE_DEPTHSTENCILVIEW, 1, 1},
}; };
static const struct static const struct
@ -3662,6 +3666,7 @@ static void declare_predefined_types(struct hlsl_ctx *ctx)
} }
ctx->builtin_types.Void = hlsl_new_simple_type(ctx, "void", HLSL_CLASS_VOID); ctx->builtin_types.Void = hlsl_new_simple_type(ctx, "void", HLSL_CLASS_VOID);
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, "STRING", HLSL_CLASS_STRING)); hlsl_scope_add_type(ctx->globals, hlsl_new_simple_type(ctx, "STRING", HLSL_CLASS_STRING));

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@ -79,6 +79,7 @@ enum hlsl_type_class
HLSL_CLASS_STRUCT, HLSL_CLASS_STRUCT,
HLSL_CLASS_ARRAY, HLSL_CLASS_ARRAY,
HLSL_CLASS_OBJECT, HLSL_CLASS_OBJECT,
HLSL_CLASS_DEPTH_STENCIL_VIEW,
HLSL_CLASS_EFFECT_GROUP, HLSL_CLASS_EFFECT_GROUP,
HLSL_CLASS_PASS, HLSL_CLASS_PASS,
HLSL_CLASS_SAMPLER, HLSL_CLASS_SAMPLER,
@ -101,7 +102,6 @@ enum hlsl_base_type
HLSL_TYPE_PIXELSHADER, HLSL_TYPE_PIXELSHADER,
HLSL_TYPE_VERTEXSHADER, HLSL_TYPE_VERTEXSHADER,
HLSL_TYPE_RENDERTARGETVIEW, HLSL_TYPE_RENDERTARGETVIEW,
HLSL_TYPE_DEPTHSTENCILVIEW,
}; };
enum hlsl_sampler_dim enum hlsl_sampler_dim

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@ -1638,6 +1638,7 @@ static bool copy_propagation_transform_load(struct hlsl_ctx *ctx,
* matrices yet. */ * matrices yet. */
return false; return false;
case HLSL_CLASS_DEPTH_STENCIL_VIEW:
case HLSL_CLASS_EFFECT_GROUP: case HLSL_CLASS_EFFECT_GROUP:
case HLSL_CLASS_PASS: case HLSL_CLASS_PASS:
case HLSL_CLASS_STRING: case HLSL_CLASS_STRING:

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@ -3006,6 +3006,7 @@ static D3D_SHADER_VARIABLE_CLASS sm4_class(const struct hlsl_type *type)
return D3D_SVC_VECTOR; return D3D_SVC_VECTOR;
case HLSL_CLASS_ARRAY: case HLSL_CLASS_ARRAY:
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_OBJECT: