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1 | 1 | /* |
2 | | - * Copyright 2019-2023 Diligent Graphics LLC |
| 2 | + * Copyright 2019-2024 Diligent Graphics LLC |
3 | 3 | * Copyright 2015-2019 Egor Yusov |
4 | 4 | * |
5 | 5 | * Licensed under the Apache License, Version 2.0 (the "License"); |
@@ -886,21 +886,21 @@ bool DXCompilerImpl::RemapResourceBindings(const TResourceBindingMap& ResourceMa |
886 | 886 | const Uint32 ShType = D3D12_SHVER_GET_TYPE(ShDesc.Version); |
887 | 887 | switch (ShType) |
888 | 888 | { |
889 | | - // clang-format off |
890 | | - case D3D12_SHVER_PIXEL_SHADER: ShaderType = SHADER_TYPE_PIXEL; break; |
891 | | - case D3D12_SHVER_VERTEX_SHADER: ShaderType = SHADER_TYPE_VERTEX; break; |
892 | | - case D3D12_SHVER_GEOMETRY_SHADER: ShaderType = SHADER_TYPE_GEOMETRY; break; |
893 | | - case D3D12_SHVER_HULL_SHADER: ShaderType = SHADER_TYPE_HULL; break; |
894 | | - case D3D12_SHVER_DOMAIN_SHADER: ShaderType = SHADER_TYPE_DOMAIN; break; |
895 | | - case D3D12_SHVER_COMPUTE_SHADER: ShaderType = SHADER_TYPE_COMPUTE; break; |
896 | | - case 7: ShaderType = SHADER_TYPE_RAY_GEN; break; |
897 | | - case 8: ShaderType = SHADER_TYPE_RAY_INTERSECTION; break; |
898 | | - case 9: ShaderType = SHADER_TYPE_RAY_ANY_HIT; break; |
899 | | - case 10: ShaderType = SHADER_TYPE_RAY_CLOSEST_HIT; break; |
900 | | - case 11: ShaderType = SHADER_TYPE_RAY_MISS; break; |
901 | | - case 12: ShaderType = SHADER_TYPE_CALLABLE; break; |
902 | | - case 13: ShaderType = SHADER_TYPE_MESH; break; |
903 | | - case 14: ShaderType = SHADER_TYPE_AMPLIFICATION; break; |
| 889 | + // clang-format off |
| 890 | + case D3D12_SHVER_PIXEL_SHADER: ShaderType = SHADER_TYPE_PIXEL; break; |
| 891 | + case D3D12_SHVER_VERTEX_SHADER: ShaderType = SHADER_TYPE_VERTEX; break; |
| 892 | + case D3D12_SHVER_GEOMETRY_SHADER: ShaderType = SHADER_TYPE_GEOMETRY; break; |
| 893 | + case D3D12_SHVER_HULL_SHADER: ShaderType = SHADER_TYPE_HULL; break; |
| 894 | + case D3D12_SHVER_DOMAIN_SHADER: ShaderType = SHADER_TYPE_DOMAIN; break; |
| 895 | + case D3D12_SHVER_COMPUTE_SHADER: ShaderType = SHADER_TYPE_COMPUTE; break; |
| 896 | + case 7: ShaderType = SHADER_TYPE_RAY_GEN; break; |
| 897 | + case 8: ShaderType = SHADER_TYPE_RAY_INTERSECTION; break; |
| 898 | + case 9: ShaderType = SHADER_TYPE_RAY_ANY_HIT; break; |
| 899 | + case 10: ShaderType = SHADER_TYPE_RAY_CLOSEST_HIT; break; |
| 900 | + case 11: ShaderType = SHADER_TYPE_RAY_MISS; break; |
| 901 | + case 12: ShaderType = SHADER_TYPE_CALLABLE; break; |
| 902 | + case 13: ShaderType = SHADER_TYPE_MESH; break; |
| 903 | + case 14: ShaderType = SHADER_TYPE_AMPLIFICATION; break; |
904 | 904 | // clang-format on |
905 | 905 | default: |
906 | 906 | UNEXPECTED("Unknown shader type"); |
@@ -957,15 +957,15 @@ bool DXCompilerImpl::RemapResourceBindings(const TResourceBindingMap& ResourceMa |
957 | 957 | RES_TYPE ExpectedResType = RES_TYPE_COUNT; |
958 | 958 | switch (NameAndBinding.second.ResType) |
959 | 959 | { |
960 | | - // clang-format off |
961 | | - case SHADER_RESOURCE_TYPE_CONSTANT_BUFFER: ExpectedResType = RES_TYPE_CBV; break; |
962 | | - case SHADER_RESOURCE_TYPE_TEXTURE_SRV: ExpectedResType = RES_TYPE_SRV; break; |
963 | | - case SHADER_RESOURCE_TYPE_BUFFER_SRV: ExpectedResType = RES_TYPE_SRV; break; |
964 | | - case SHADER_RESOURCE_TYPE_TEXTURE_UAV: ExpectedResType = RES_TYPE_UAV; break; |
965 | | - case SHADER_RESOURCE_TYPE_BUFFER_UAV: ExpectedResType = RES_TYPE_UAV; break; |
966 | | - case SHADER_RESOURCE_TYPE_SAMPLER: ExpectedResType = RES_TYPE_SAMPLER; break; |
967 | | - case SHADER_RESOURCE_TYPE_INPUT_ATTACHMENT: ExpectedResType = RES_TYPE_SRV; break; |
968 | | - case SHADER_RESOURCE_TYPE_ACCEL_STRUCT: ExpectedResType = RES_TYPE_SRV; break; |
| 960 | + // clang-format off |
| 961 | + case SHADER_RESOURCE_TYPE_CONSTANT_BUFFER: ExpectedResType = RES_TYPE_CBV; break; |
| 962 | + case SHADER_RESOURCE_TYPE_TEXTURE_SRV: ExpectedResType = RES_TYPE_SRV; break; |
| 963 | + case SHADER_RESOURCE_TYPE_BUFFER_SRV: ExpectedResType = RES_TYPE_SRV; break; |
| 964 | + case SHADER_RESOURCE_TYPE_TEXTURE_UAV: ExpectedResType = RES_TYPE_UAV; break; |
| 965 | + case SHADER_RESOURCE_TYPE_BUFFER_UAV: ExpectedResType = RES_TYPE_UAV; break; |
| 966 | + case SHADER_RESOURCE_TYPE_SAMPLER: ExpectedResType = RES_TYPE_SAMPLER; break; |
| 967 | + case SHADER_RESOURCE_TYPE_INPUT_ATTACHMENT: ExpectedResType = RES_TYPE_SRV; break; |
| 968 | + case SHADER_RESOURCE_TYPE_ACCEL_STRUCT: ExpectedResType = RES_TYPE_SRV; break; |
969 | 969 | // clang-format on |
970 | 970 | default: UNEXPECTED("Unsupported shader resource type."); |
971 | 971 | } |
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