[PATCH vkd3d 3/5] vkd3d-shader/hlsl: Write SM4 negation instructions.

Matteo Bruni matteo.mystral at gmail.com
Wed Sep 1 03:57:38 CDT 2021


On Wed, Sep 1, 2021 at 10:40 AM Henri Verbeet <hverbeet at gmail.com> wrote:
>
> On Wed, 1 Sept 2021 at 10:27, Matteo Bruni <matteo.mystral at gmail.com> wrote:
> > On Wed, Sep 1, 2021 at 3:24 AM Zebediah Figura (she/her)
> > <zfigura at codeweavers.com> wrote:
> > > I recently discovered that the SM4 format is effectively documented in
> > > headers released with the DDK, namely "d3d10tokenizedprogramformat.hpp"
> > > and similar. Anyway, their version of SM4_REGISTER_ORDER_* is
> > > D3D10_SB_OPERAND_INDEX_DIMENSION_*.
> >
> > Oh, excellent! I'll have a look at some point.
> > No reason to change everything now, but going forward it's probably a
> > good idea to make more informed decisions so to use the same naming
> > principles as the original.
> >
> This has been around for a long time. We have generally avoided
> looking at the DDK, and I can't think of any cases where looking at it
> would have helped much.

If it's dangerous then sure. I'm certain we don't NEED anything that
might be in there.

Otherwise, I don't see the problem with at least using the correct
names. It might just be that I recently discovered the effect
framework's "preshaders" are supposed to be called FXLVM and I liked
it a bit too much...



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