[PATCH vkd3d 2/6] vkd3d-shader/hlsl: Write empty SM4 shaders.
Zebediah Figura (she/her)
zfigura at codeweavers.com
Thu Aug 19 10:57:17 CDT 2021
On 8/19/21 10:54 AM, Henri Verbeet wrote:
> On Tue, 17 Aug 2021 at 19:39, Zebediah Figura <zfigura at codeweavers.com> wrote:
>> @@ -1272,5 +1272,5 @@ int hlsl_emit_dxbc(struct hlsl_ctx *ctx, struct hlsl_ir_function_decl *entry_fun
>> if (ctx->profile->major_version < 4)
>> return hlsl_sm1_write(ctx, entry_func, out);
>> else
>> - return VKD3D_ERROR_NOT_IMPLEMENTED;
>> + return hlsl_sm4_write(ctx, entry_func, out);
>> }
> It's perhaps worth pointing out that there's an interaction with the
> target type here as well. Shader model 1-3 bytecode can either be
> output as-is, which is the legacy D3D bytecode format, or inside an
> "Aon9" section embedded inside a DXBC container. Neither of those is
> technically dxbc-tpf, but it's also possible to output DXBC containers
> that contain both TPF and "Aon9" sections.
I was assuming TPF referred to both SM1 and SM4 formats, since they are
tokenized. What's the naming convention then? and what is the API
convention?
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