Add stub HLSL generation for editing D3D shaders that have no source

This commit is contained in:
baldurk
2017-07-06 16:34:48 +01:00
parent 575580e13b
commit f8b458176a
7 changed files with 192 additions and 9 deletions
+33 -1
View File
@@ -215,7 +215,39 @@ QString D3DSemanticString(const SigParameter &sig)
if(sig.systemValue == ShaderBuiltin::Undefined)
return ToQStr(sig.semanticIdxName);
QString ret = ToQStr(sig.systemValue);
QString sysValues[ENUM_ARRAY_SIZE(ShaderBuiltin)] = {
lit("SV_Undefined"),
lit("SV_Position"),
lit("Unsupported (PointSize)"),
lit("SV_ClipDistance"),
lit("SV_CullDistance"),
lit("SV_RenderTargetIndex"),
lit("SV_ViewportIndex"),
lit("SV_VertexID"),
lit("SV_PrimitiveID"),
lit("SV_InstanceID"),
lit("Unsupported (DispatchSize)"),
lit("SV_DispatchThreadID"),
lit("SV_GroupID"),
lit("SV_GroupIndex"),
lit("SV_GroupThreadID"),
lit("SV_GSInstanceID"),
lit("SV_OutputControlPointID"),
lit("SV_DomainLocation"),
lit("SV_IsFrontFace"),
lit("SV_Coverage"),
lit("Unsupported (SamplePosition)"),
lit("SV_SampleIndex"),
lit("Unsupported (PatchNumVertices)"),
lit("SV_TessFactor"),
lit("SV_InsideTessFactor"),
lit("SV_Target"),
lit("SV_Depth"),
lit("SV_DepthGreaterEqual"),
lit("SV_DepthLessEqual"),
};
QString ret = sysValues[size_t(sig.systemValue)];
// need to include the index if it's a system value semantic that's numbered
if(sig.systemValue == ShaderBuiltin::ColorOutput ||