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[d3d11] Rework DXBC shader stage to Vulkan shader stage mapping
We're going to have to do this at runtime, so this needs to be fast.
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@ -52,15 +52,15 @@ namespace dxvk {
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* \returns Corresponding Vulkan shader stage
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*/
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constexpr VkShaderStageFlagBits GetShaderStage(DxbcProgramType ProgramType) {
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switch (ProgramType) {
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case DxbcProgramType::VertexShader: return VK_SHADER_STAGE_VERTEX_BIT;
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case DxbcProgramType::HullShader: return VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT;
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case DxbcProgramType::DomainShader: return VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT;
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case DxbcProgramType::GeometryShader: return VK_SHADER_STAGE_GEOMETRY_BIT;
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case DxbcProgramType::PixelShader: return VK_SHADER_STAGE_FRAGMENT_BIT;
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case DxbcProgramType::ComputeShader: return VK_SHADER_STAGE_COMPUTE_BIT;
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default: return VkShaderStageFlagBits(0);
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}
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constexpr uint64_t lut
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= (uint64_t(VK_SHADER_STAGE_VERTEX_BIT) << (8u * uint32_t(DxbcProgramType::VertexShader)))
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| (uint64_t(VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT) << (8u * uint32_t(DxbcProgramType::HullShader)))
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| (uint64_t(VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT) << (8u * uint32_t(DxbcProgramType::DomainShader)))
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| (uint64_t(VK_SHADER_STAGE_GEOMETRY_BIT) << (8u * uint32_t(DxbcProgramType::GeometryShader)))
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| (uint64_t(VK_SHADER_STAGE_FRAGMENT_BIT) << (8u * uint32_t(DxbcProgramType::PixelShader)))
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| (uint64_t(VK_SHADER_STAGE_COMPUTE_BIT) << (8u * uint32_t(DxbcProgramType::ComputeShader)));
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return VkShaderStageFlagBits((lut >> (8u * uint32_t(ProgramType))) & 0xff);
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}
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}
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