[PATCH 5/5] d3dcompiler: Parse variable declarations.

Matteo Bruni matteo.mystral at gmail.com
Tue Jun 5 07:34:54 CDT 2012


2012/6/5 Rico Schüller <kgbricola at web.de>:
> Am 05.06.2012 13:08, schrieb Matteo Bruni:
>
>> 2012/6/5 Stefan Dösinger<stefandoesinger at gmx.at>:
>>>
>>> Am Montag, 4. Juni 2012, 17:58:24 schrieb Matteo Bruni:
>>>>
>>>> +struct hlsl_type
>>>> +{
>>>> ...
>>>> +    unsigned int dimx;
>>>> +    unsigned int dimy;
>>>> ...
>>>> +};
>>>
>>> One thing I noticed when I wrote my compiler was that a float1x1 is not
>>> the
>>> same as a float1 or float. I did not implement this difference nor do I
>>> know
>>> if any games depend on it.
>>>
>>> (That's no reason to hold up this patch, just something to keep in mind
>>> for
>>> further work)
>>>
>>
>> Yeah, I noticed that too, but it doesn't seem to make much of a
>> difference in practice. Of course, if later on it shows that it
>> actually matters for something relevant, I'll change things
>> accordingly.
>>
>>
>>
> For the effect interface, it makes a difference. See
> http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359fb6b517:/dlls/d3dx9_36/tests/effect.c#l320
> and
> http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359fb6b517:/dlls/d3dx9_36/tests/effect.c#l501
> . The difference is the type D3DXPC_SCALAR vs D3DXPC_VECTOR vs
> D3DXPC_MATRIX_ROWS and of course some different handling, see
> http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359fb6b517:/dlls/d3dx9_36/tests/effect.c#l1191
> . A test may help to check how variables in shaders are handled.
>
> Cheers
> Rico



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