2012/6/5 Matteo Bruni <matteo.myst...@gmail.com>: > 2012/6/5 Rico Schüller <kgbric...@web.de>: >> Am 05.06.2012 13:08, schrieb Matteo Bruni: >> >>> 2012/6/5 Stefan Dösinger<stefandoesin...@gmx.at>: >>>> >>>> Am Montag, 4. Juni 2012, 17:58:24 schrieb Matteo Bruni: >>>>> >>>>> +struct hlsl_type >>>>> +{ >>>>> ... >>>>> + unsigned int dimx; >>>>> + unsigned int dimy; >>>>> ... >>>>> +}; >>>> >>>> One thing I noticed when I wrote my compiler was that a float1x1 is not >>>> the >>>> same as a float1 or float. I did not implement this difference nor do I >>>> know >>>> if any games depend on it. >>>> >>>> (That's no reason to hold up this patch, just something to keep in mind >>>> for >>>> further work) >>>> >>> >>> Yeah, I noticed that too, but it doesn't seem to make much of a >>> difference in practice. Of course, if later on it shows that it >>> actually matters for something relevant, I'll change things >>> accordingly. >>> >>> >>> >> For the effect interface, it makes a difference. See >> http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359fb6b517:/dlls/d3dx9_36/tests/effect.c#l320 >> and >> http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359fb6b517:/dlls/d3dx9_36/tests/effect.c#l501 >> . The difference is the type D3DXPC_SCALAR vs D3DXPC_VECTOR vs >> D3DXPC_MATRIX_ROWS and of course some different handling, see >> http://source.winehq.org/git/wine.git/blob/90f93e3819dcaa0cea16bd297fa69a359fb6b517:/dlls/d3dx9_36/tests/effect.c#l1191 >> . A test may help to check how variables in shaders are handled. >> >> Cheers >> Rico
Oops, I misclicked on the send button, sorry for the spam... I just did a quick test. It looks like that the actual generated code does not change but the constant table is affected by the scalar/vector/matrix type similarly to the effect interface stuff. Since the compiler seems to preserve the type of the constant, I guess in general this may matter, after all... So I presume I'll add another field to the hlsl_type structure in the near future to keep track of the scalar/vector/matrix type or something like that. Anyway this patch is not affected by this detail, so I think it is still good to go. BTW, thanks for the comments :)