vkd3d-shader: Rename the vkd3d_sysval_semantic enumeration to vkd3d_shader_sysval_semantic.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2020-07-10 16:44:01 +04:30 committed by Alexandre Julliard
parent 2da59a1056
commit 3a9eb1839e
2 changed files with 36 additions and 36 deletions

View File

@ -650,27 +650,27 @@ enum vkd3d_shader_component_type
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPONENT_TYPE), VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_COMPONENT_TYPE),
}; };
enum vkd3d_sysval_semantic enum vkd3d_shader_sysval_semantic
{ {
VKD3D_SV_NONE = 0, VKD3D_SHADER_SV_NONE = 0x00,
VKD3D_SV_POSITION = 1, VKD3D_SHADER_SV_POSITION = 0x01,
VKD3D_SV_CLIP_DISTANCE = 2, VKD3D_SHADER_SV_CLIP_DISTANCE = 0x02,
VKD3D_SV_CULL_DISTANCE = 3, VKD3D_SHADER_SV_CULL_DISTANCE = 0x03,
VKD3D_SV_RENDER_TARGET_ARRAY_INDEX = 4, VKD3D_SHADER_SV_RENDER_TARGET_ARRAY_INDEX = 0x04,
VKD3D_SV_VIEWPORT_ARRAY_INDEX = 5, VKD3D_SHADER_SV_VIEWPORT_ARRAY_INDEX = 0x05,
VKD3D_SV_VERTEX_ID = 6, VKD3D_SHADER_SV_VERTEX_ID = 0x06,
VKD3D_SV_PRIMITIVE_ID = 7, VKD3D_SHADER_SV_PRIMITIVE_ID = 0x07,
VKD3D_SV_INSTANCE_ID = 8, VKD3D_SHADER_SV_INSTANCE_ID = 0x08,
VKD3D_SV_IS_FRONT_FACE = 9, VKD3D_SHADER_SV_IS_FRONT_FACE = 0x09,
VKD3D_SV_SAMPLE_INDEX = 10, VKD3D_SHADER_SV_SAMPLE_INDEX = 0x0a,
VKD3D_SV_TESS_FACTOR_QUADEDGE = 11, VKD3D_SHADER_SV_TESS_FACTOR_QUADEDGE = 0x0b,
VKD3D_SV_TESS_FACTOR_QUADINT = 12, VKD3D_SHADER_SV_TESS_FACTOR_QUADINT = 0x0c,
VKD3D_SV_TESS_FACTOR_TRIEDGE = 13, VKD3D_SHADER_SV_TESS_FACTOR_TRIEDGE = 0x0d,
VKD3D_SV_TESS_FACTOR_TRIINT = 14, VKD3D_SHADER_SV_TESS_FACTOR_TRIINT = 0x0e,
VKD3D_SV_TESS_FACTOR_LINEDET = 15, VKD3D_SHADER_SV_TESS_FACTOR_LINEDET = 0x0f,
VKD3D_SV_TESS_FACTOR_LINEDEN = 16, VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN = 0x10,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SYSVAL_SEMANTIC), VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_SYSVAL_SEMANTIC),
}; };
enum vkd3d_shader_minimum_precision enum vkd3d_shader_minimum_precision
@ -687,7 +687,7 @@ struct vkd3d_shader_signature_element
const char *semantic_name; const char *semantic_name;
unsigned int semantic_index; unsigned int semantic_index;
unsigned int stream_index; unsigned int stream_index;
enum vkd3d_sysval_semantic sysval_semantic; enum vkd3d_shader_sysval_semantic sysval_semantic;
enum vkd3d_shader_component_type component_type; enum vkd3d_shader_component_type component_type;
unsigned int register_index; unsigned int register_index;
unsigned int mask; unsigned int mask;

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@ -132,30 +132,30 @@ static const void *vkd3d_find_struct_(const struct vkd3d_struct *chain,
return NULL; return NULL;
} }
static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval_indexed(enum vkd3d_sysval_semantic sysval, static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval_indexed(enum vkd3d_shader_sysval_semantic sysval,
unsigned int index) unsigned int index)
{ {
switch (sysval) switch (sysval)
{ {
case VKD3D_SV_NONE: case VKD3D_SHADER_SV_NONE:
return VKD3D_SIV_NONE; return VKD3D_SIV_NONE;
case VKD3D_SV_POSITION: case VKD3D_SHADER_SV_POSITION:
return VKD3D_SIV_POSITION; return VKD3D_SIV_POSITION;
case VKD3D_SV_CLIP_DISTANCE: case VKD3D_SHADER_SV_CLIP_DISTANCE:
return VKD3D_SIV_CLIP_DISTANCE; return VKD3D_SIV_CLIP_DISTANCE;
case VKD3D_SV_CULL_DISTANCE: case VKD3D_SHADER_SV_CULL_DISTANCE:
return VKD3D_SIV_CULL_DISTANCE; return VKD3D_SIV_CULL_DISTANCE;
case VKD3D_SV_TESS_FACTOR_QUADEDGE: case VKD3D_SHADER_SV_TESS_FACTOR_QUADEDGE:
return VKD3D_SIV_QUAD_U0_TESS_FACTOR + index; return VKD3D_SIV_QUAD_U0_TESS_FACTOR + index;
case VKD3D_SV_TESS_FACTOR_QUADINT: case VKD3D_SHADER_SV_TESS_FACTOR_QUADINT:
return VKD3D_SIV_QUAD_U_INNER_TESS_FACTOR + index; return VKD3D_SIV_QUAD_U_INNER_TESS_FACTOR + index;
case VKD3D_SV_TESS_FACTOR_TRIEDGE: case VKD3D_SHADER_SV_TESS_FACTOR_TRIEDGE:
return VKD3D_SIV_TRIANGLE_U_TESS_FACTOR + index; return VKD3D_SIV_TRIANGLE_U_TESS_FACTOR + index;
case VKD3D_SV_TESS_FACTOR_TRIINT: case VKD3D_SHADER_SV_TESS_FACTOR_TRIINT:
return VKD3D_SIV_TRIANGLE_INNER_TESS_FACTOR; return VKD3D_SIV_TRIANGLE_INNER_TESS_FACTOR;
case VKD3D_SV_TESS_FACTOR_LINEDET: case VKD3D_SHADER_SV_TESS_FACTOR_LINEDET:
return VKD3D_SIV_LINE_DETAIL_TESS_FACTOR; return VKD3D_SIV_LINE_DETAIL_TESS_FACTOR;
case VKD3D_SV_TESS_FACTOR_LINEDEN: case VKD3D_SHADER_SV_TESS_FACTOR_LINEDEN:
return VKD3D_SIV_LINE_DENSITY_TESS_FACTOR; return VKD3D_SIV_LINE_DENSITY_TESS_FACTOR;
default: default:
FIXME("Unhandled sysval %#x, index %u.\n", sysval, index); FIXME("Unhandled sysval %#x, index %u.\n", sysval, index);
@ -163,7 +163,7 @@ static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval_indexed(enu
} }
} }
static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval(enum vkd3d_sysval_semantic sysval) static enum vkd3d_shader_input_sysval_semantic vkd3d_siv_from_sysval(enum vkd3d_shader_sysval_semantic sysval)
{ {
return vkd3d_siv_from_sysval_indexed(sysval, 0); return vkd3d_siv_from_sysval_indexed(sysval, 0);
} }
@ -4325,11 +4325,11 @@ static void vkd3d_dxbc_compiler_emit_shader_signature_outputs(struct vkd3d_dxbc_
switch (e->sysval_semantic) switch (e->sysval_semantic)
{ {
case VKD3D_SV_CLIP_DISTANCE: case VKD3D_SHADER_SV_CLIP_DISTANCE:
calculate_clip_or_cull_distance_mask(e, &clip_distance_mask); calculate_clip_or_cull_distance_mask(e, &clip_distance_mask);
break; break;
case VKD3D_SV_CULL_DISTANCE: case VKD3D_SHADER_SV_CULL_DISTANCE:
calculate_clip_or_cull_distance_mask(e, &cull_distance_mask); calculate_clip_or_cull_distance_mask(e, &cull_distance_mask);
break; break;
@ -4360,13 +4360,13 @@ static void vkd3d_dxbc_compiler_emit_shader_signature_outputs(struct vkd3d_dxbc_
switch (e->sysval_semantic) switch (e->sysval_semantic)
{ {
case VKD3D_SV_CLIP_DISTANCE: case VKD3D_SHADER_SV_CLIP_DISTANCE:
compiler->output_info[i].id = clip_distance_id; compiler->output_info[i].id = clip_distance_id;
compiler->output_info[i].component_type = VKD3D_SHADER_COMPONENT_FLOAT; compiler->output_info[i].component_type = VKD3D_SHADER_COMPONENT_FLOAT;
compiler->output_info[i].array_element_mask = clip_distance_mask; compiler->output_info[i].array_element_mask = clip_distance_mask;
break; break;
case VKD3D_SV_CULL_DISTANCE: case VKD3D_SHADER_SV_CULL_DISTANCE:
compiler->output_info[i].id = cull_distance_id; compiler->output_info[i].id = cull_distance_id;
compiler->output_info[i].component_type = VKD3D_SHADER_COMPONENT_FLOAT; compiler->output_info[i].component_type = VKD3D_SHADER_COMPONENT_FLOAT;
compiler->output_info[i].array_element_mask = cull_distance_mask; compiler->output_info[i].array_element_mask = cull_distance_mask;