[PATCH vkd3d v2 3/5] vkd3d-shader/hlsl: Parse explicitly typed texture types.
Giovanni Mascellani
gmascellani at codeweavers.com
Thu Oct 7 06:58:41 CDT 2021
Hi,
Il 06/10/21 16:45, Zebediah Figura ha scritto:
> @@ -344,9 +345,14 @@ bool hlsl_types_are_equal(const struct hlsl_type *t1, const struct hlsl_type *t2
> return false;
> if (t1->base_type != t2->base_type)
> return false;
> - if ((t1->base_type == HLSL_TYPE_SAMPLER || t1->base_type == HLSL_TYPE_TEXTURE)
> - && t1->sampler_dim != t2->sampler_dim)
> - return false;
> + if (t1->base_type == HLSL_TYPE_SAMPLER || t1->base_type == HLSL_TYPE_TEXTURE)
> + {
> + if (t1->sampler_dim != t2->sampler_dim)
> + return false;
> + if (t1->base_type == HLSL_TYPE_TEXTURE && t1->sampler_dim != HLSL_SAMPLER_DIM_GENERIC
> + && !hlsl_types_are_equal(t1->e.resource_format, t2->e.resource_format))
> + return false;
> + }
> if ((t1->modifiers & HLSL_MODIFIER_ROW_MAJOR)
> != (t2->modifiers & HLSL_MODIFIER_ROW_MAJOR))
> return false;
Shouldn't compare_param_hlsl_types be changed in a similar way?
More in general, do we really need both hlsl_types_are_equal and
compare_param_hlsl_types? Couldn't hlsl_types_are_equal just cast to
bool the result on compare_param_hlsl_types?
Thanks, Giovanni.
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