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vkd3d-shader/hlsl: Store state block on pass variables.
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Notes:
Alexandre Julliard
2024-04-11 17:02:42 -05:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/739
@ -115,6 +115,9 @@ static uint32_t write_string(const char *string, struct fx_write_context *fx)
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static void write_pass(struct hlsl_ir_var *var, struct fx_write_context *fx)
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{
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if (var->state_block_count)
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hlsl_fixme(fx->ctx, &var->loc, "Write state block assignments.");
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fx->ops->write_pass(var, fx);
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}
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@ -426,6 +426,7 @@ struct hlsl_ir_var
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/* A dynamic array containing the state block on the variable's declaration, if any.
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* An array variable may contain multiple state blocks.
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* A technique pass will always contain one.
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* These are only really used for effect profiles. */
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struct hlsl_state_block **state_blocks;
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unsigned int state_block_count;
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@ -1117,7 +1117,7 @@ static bool add_func_parameter(struct hlsl_ctx *ctx, struct hlsl_func_parameters
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}
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static bool add_pass(struct hlsl_ctx *ctx, const char *name, struct hlsl_scope *annotations,
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const struct vkd3d_shader_location *loc)
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struct hlsl_state_block *state_block, const struct vkd3d_shader_location *loc)
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{
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struct hlsl_ir_var *var;
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struct hlsl_type *type;
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@ -1127,6 +1127,11 @@ static bool add_pass(struct hlsl_ctx *ctx, const char *name, struct hlsl_scope *
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return false;
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var->annotations = annotations;
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var->state_blocks = hlsl_alloc(ctx, sizeof(*var->state_blocks));
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var->state_blocks[0] = state_block;
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var->state_block_count = 1;
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var->state_block_capacity = 1;
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if (!hlsl_add_var(ctx, var, false))
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{
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struct hlsl_ir_var *old = hlsl_get_var(ctx->cur_scope, var->name);
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@ -5592,9 +5597,9 @@ name_opt:
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| any_identifier
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pass:
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KW_PASS name_opt annotations_opt '{' '}'
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KW_PASS name_opt annotations_opt '{' state_block_start state_block '}'
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{
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if (!add_pass(ctx, $2, $3, &@1))
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if (!add_pass(ctx, $2, $3, $6, &@1))
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YYABORT;
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}
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@ -7,14 +7,14 @@ shader model < 6.0
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technique10 t1 < int a = 1; > {}
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technique10 t2 < int a = 2; int t1 = 3; int t2 = 4; > {}
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[effect]
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[effect todo]
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// Annotations on passes
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technique10 t1 < int a = 1; >
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{
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pass < int t1 = 2; > {}
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}
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[effect]
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[effect todo]
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// Using names from the global scope
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float a;
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@ -1,5 +1,5 @@
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% Test complex effect groups syntax
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[pixel shader fail(sm>=6) todo]
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[pixel shader fail(sm>=6)]
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fxgroup group1
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{
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technique10
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