[PATCH vkd3d 06/17] vkd3d-shader/hlsl: Introduce add_load_index().
Zebediah Figura
zfigura at codeweavers.com
Fri Jul 15 16:52:25 CDT 2022
On 7/14/22 20:23, Francisco Casas wrote:
> +struct hlsl_type *hlsl_get_type_from_path_index(struct hlsl_ctx *ctx, const struct hlsl_type *type,
> + struct hlsl_ir_node *node)
> +{
> + assert(node);
> +
> + if (type->type == HLSL_CLASS_VECTOR)
> + return hlsl_get_scalar_type(ctx, type->base_type);
> +
> + if (type->type == HLSL_CLASS_MATRIX)
> + {
> + if (hlsl_type_is_row_major(type))
> + return hlsl_get_vector_type(ctx, type->base_type, type->dimx);
> + else
> + return hlsl_get_vector_type(ctx, type->base_type, type->dimy);
> + }
> +
> + if (type->type == HLSL_CLASS_ARRAY)
> + return type->e.array.type;
> +
> + if (type->type == HLSL_CLASS_STRUCT)
> + {
> + struct hlsl_ir_constant *c = hlsl_ir_constant(node);
> +
> + assert(c->value[0].u < type->e.record.field_count);
> + return type->e.record.fields[c->value[0].u].type;
> + }
> +
> + assert(0);
> + return NULL;
> +}
This is pretty ripe for a switch statement.
More information about the wine-devel
mailing list