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vkd3d-shader/glsl: Implement some instructions, part 10.

Merged Henri Verbeet requested to merge hverbeet/vkd3d:for_upstream_0 into master
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89 97
98 static const struct glsl_resource_type_info *shader_glsl_get_resource_type_info(enum vkd3d_shader_resource_type t)
99 {
100 static const struct glsl_resource_type_info info[] =
101 {
102 {0, 0, "samplerNone"}, /* VKD3D_SHADER_RESOURCE_NONE */
103 {1, 0, "samplerBuffer"}, /* VKD3D_SHADER_RESOURCE_BUFFER */
104 {1, 1, "sampler1D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_1D */
105 {2, 1, "sampler2D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2D */
106 {2, 0, "sampler2DMS"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DMS */
107 {3, 0, "sampler3D"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_3D */
108 {3, 1, "samplerCube"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_CUBE */
109 {2, 1, "sampler1DArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
110 {3, 1, "sampler2DArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
111 {3, 0, "sampler2DMSArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
112 {4, 1, "samplerCubeArray"}, /* VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
  • Giovanni Mascellani approved this merge request

    approved this merge request

  • Author Maintainer

    Any reason for not using designated initializers, or boolean literals?

    No particular reason, no. Mostly a combination of compactness and being slightly old-fashioned, I guess. I'd be happy to take a patch changing it, if you care enough.

  • Henri Verbeet approved this merge request

    approved this merge request

  • Henri Verbeet added 15 commits

    added 15 commits

    • 1e4d396a...0e50825b - 10 commits from branch wine:master
    • eb10f089 - vkd3d-shader/glsl: Implement VKD3DSIH_LD.
    • cf6a3ad6 - vkd3d-shader/glsl: Implement VKD3DSIH_SAMPLE.
    • 68492e70 - vkd3d-shader/glsl: Implement VKD3DSIH_IGE.
    • 4dec4e99 - vkd3d-shader/glsl: Implement VKD3DSIH_ILT.
    • 25232f2b - vkd3d-shader/glsl: Implement VKD3DSIH_IMUL.

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