[PATCH vkd3d 5/6] vkd3d-shader/hlsl: Write data types into the RDEF section.

Henri Verbeet hverbeet at gmail.com
Thu Aug 19 10:54:38 CDT 2021


On Tue, 17 Aug 2021 at 19:40, Zebediah Figura <zfigura at codeweavers.com> wrote:
> +typedef enum _D3D_SHADER_VARIABLE_TYPE
> +{
> +    D3D_SVT_VOID,
> +    D3D_SVT_BOOL,
> +    D3D_SVT_INT,
> +    D3D_SVT_FLOAT,
> +    D3D_SVT_STRING,
> +    D3D_SVT_TEXTURE,
> +    D3D_SVT_TEXTURE1D,
> +    D3D_SVT_TEXTURE2D,
> +    D3D_SVT_TEXTURE3D,
> +    D3D_SVT_TEXTURECUBE,
> +    D3D_SVT_SAMPLER,
> +    D3D_SVT_SAMPLER1D,
> +    D3D_SVT_SAMPLER2D,
> +    D3D_SVT_SAMPLER3D,
> +    D3D_SVT_SAMPLERCUBE,
> +    D3D_SVT_PIXELSHADER,
> +    D3D_SVT_VERTEXSHADER,
> +    D3D_SVT_PIXELFRAGMENT,
> +    D3D_SVT_VERTEXFRAGMENT,
> +    D3D_SVT_UINT,
> +    D3D_SVT_UINT8,
> +    D3D_SVT_GEOMETRYSHADER,
> +    D3D_SVT_RASTERIZER,
> +    D3D_SVT_DEPTHSTENCIL,
> +    D3D_SVT_BLEND,
> +    D3D_SVT_BUFFER,
> +    D3D_SVT_CBUFFER,
> +    D3D_SVT_TBUFFER,
> +    D3D_SVT_TEXTURE1DARRAY,
> +    D3D_SVT_TEXTURE2DARRAY,
> +    D3D_SVT_RENDERTARGETVIEW,
> +    D3D_SVT_DEPTHSTENCILVIEW,
> +    D3D_SVT_TEXTURE2DMS,
> +    D3D_SVT_TEXTURE2DMSARRAY,
> +    D3D_SVT_TEXTURECUBEARRAY,
> +    D3D_SVT_HULLSHADER,
> +    D3D_SVT_DOMAINSHADER,
> +    D3D_SVT_INTERFACE_POINTER,
> +    D3D_SVT_COMPUTESHADER,
> +    D3D_SVT_DOUBLE,
> +    D3D_SVT_RWTEXTURE1D,
> +    D3D_SVT_RWTEXTURE1DARRAY,
> +    D3D_SVT_RWTEXTURE2D,
> +    D3D_SVT_RWTEXTURE2DARRAY,
> +    D3D_SVT_RWTEXTURE3D,
> +    D3D_SVT_RWBUFFER,
> +    D3D_SVT_BYTEADDRESS_BUFFER,
> +    D3D_SVT_RWBYTEADDRESS_BUFFER,
> +    D3D_SVT_STRUCTURED_BUFFER,
> +    D3D_SVT_RWSTRUCTURED_BUFFER,
> +    D3D_SVT_APPEND_STRUCTURED_BUFFER,
> +    D3D_SVT_CONSUME_STRUCTURED_BUFFER,
> +    D3D_SVT_FORCE_DWORD = 0x7fffffff,
> +} D3D_SHADER_VARIABLE_TYPE;
> +
Is this based on the Wine headers? We have some more values there
(added by commit 9702ee8d76f7b3233a43a9aa7c78917f26fdbdfe).



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