diff --git a/hlsl/hlslParseables.cpp b/hlsl/hlslParseables.cpp index 3becbf9c..fb9600b2 100644 --- a/hlsl/hlslParseables.cpp +++ b/hlsl/hlslParseables.cpp @@ -56,8 +56,6 @@ namespace { // anonymous namespace functions -const bool UseHlslTypes = true; - const char* BaseTypeName(const char argOrder, const char* scalarName, const char* vecName, const char* matName) { switch (argOrder) { @@ -216,8 +214,7 @@ int FixedVecSize(const char* arg) return 0; // none found. } -// Create and return a type name. This is done in GLSL, not HLSL conventions, until such -// time as builtins are parsed using the HLSL parser. +// Create and return a type name, using HLSL type conventions. // // order: S = scalar, V = vector, M = matrix // argType: F = float, D = double, I = int, U = uint, B = bool, S = sampler @@ -252,63 +249,35 @@ glslang::TString& AppendTypeName(glslang::TString& s, const char* argOrder, cons char order = *argOrder; - if (UseHlslTypes) { - switch (type) { - case '-': s += "void"; break; - case 'F': s += "float"; break; - case 'D': s += "double"; break; - case 'I': s += "int"; break; - case 'U': s += "uint"; break; - case 'L': s += "int64_t"; break; - case 'M': s += "uint64_t"; break; - case 'B': s += "bool"; break; - case 'S': s += "sampler"; break; - case 's': s += "SamplerComparisonState"; break; - case 'T': s += ((isBuffer && isImage) ? "RWBuffer" : - isSubpass ? "SubpassInput" : - isBuffer ? "Buffer" : - isImage ? "RWTexture" : "Texture"); break; - case 'i': s += ((isBuffer && isImage) ? "RWBuffer" : - isSubpass ? "SubpassInput" : - isBuffer ? "Buffer" : - isImage ? "RWTexture" : "Texture"); break; - case 'u': s += ((isBuffer && isImage) ? "RWBuffer" : - isSubpass ? "SubpassInput" : - isBuffer ? "Buffer" : - isImage ? "RWTexture" : "Texture"); break; - default: s += "UNKNOWN_TYPE"; break; - } - - if (isSubpass && isMS) - s += "MS"; - - } else { - switch (type) { - case '-': s += "void"; break; - case 'F': s += BaseTypeName(order, "float", "vec", "mat"); break; - case 'D': s += BaseTypeName(order, "double", "dvec", "dmat"); break; - case 'I': s += BaseTypeName(order, "int", "ivec", "imat"); break; - case 'U': s += BaseTypeName(order, "uint", "uvec", "umat"); break; - case 'B': s += BaseTypeName(order, "bool", "bvec", "bmat"); break; - case 'S': s += "sampler"; break; - case 's': s += "samplerShadow"; break; - case 'T': // fall through - case 'i': // ... - case 'u': // ... - if (type != 'T') // create itexture, utexture, etc - s += type; - - s += ((isImage && isBuffer) ? "imageBuffer" : - isSubpass ? "subpassInput" : - isImage ? "image" : - isBuffer ? "samplerBuffer" : - "texture"); - break; - - default: s += "UNKNOWN_TYPE"; break; - } + switch (type) { + case '-': s += "void"; break; + case 'F': s += "float"; break; + case 'D': s += "double"; break; + case 'I': s += "int"; break; + case 'U': s += "uint"; break; + case 'L': s += "int64_t"; break; + case 'M': s += "uint64_t"; break; + case 'B': s += "bool"; break; + case 'S': s += "sampler"; break; + case 's': s += "SamplerComparisonState"; break; + case 'T': s += ((isBuffer && isImage) ? "RWBuffer" : + isSubpass ? "SubpassInput" : + isBuffer ? "Buffer" : + isImage ? "RWTexture" : "Texture"); break; + case 'i': s += ((isBuffer && isImage) ? "RWBuffer" : + isSubpass ? "SubpassInput" : + isBuffer ? "Buffer" : + isImage ? "RWTexture" : "Texture"); break; + case 'u': s += ((isBuffer && isImage) ? "RWBuffer" : + isSubpass ? "SubpassInput" : + isBuffer ? "Buffer" : + isImage ? "RWTexture" : "Texture"); break; + default: s += "UNKNOWN_TYPE"; break; } + if (isSubpass && isMS) + s += "MS"; + // handle fixed vector sizes, such as float3, and only ever 3. const int fixedVecSize = FixedVecSize(argOrder); if (fixedVecSize != 0) @@ -357,22 +326,21 @@ glslang::TString& AppendTypeName(glslang::TString& s, const char* argOrder, cons if (isArrayed) s += "Array"; - // For HLSL, append return type for texture types - if (UseHlslTypes) { - switch (type) { - case 'i': s += "