On 9/1/21 3:57 AM, Matteo Bruni wrote:
On Wed, Sep 1, 2021 at 10:40 AM Henri Verbeet hverbeet@gmail.com wrote:
On Wed, 1 Sept 2021 at 10:27, Matteo Bruni matteo.mystral@gmail.com wrote:
On Wed, Sep 1, 2021 at 3:24 AM Zebediah Figura (she/her) zfigura@codeweavers.com wrote:
I recently discovered that the SM4 format is effectively documented in headers released with the DDK, namely "d3d10tokenizedprogramformat.hpp" and similar. Anyway, their version of SM4_REGISTER_ORDER_* is D3D10_SB_OPERAND_INDEX_DIMENSION_*.
Oh, excellent! I'll have a look at some point. No reason to change everything now, but going forward it's probably a good idea to make more informed decisions so to use the same naming principles as the original.
This has been around for a long time. We have generally avoided looking at the DDK, and I can't think of any cases where looking at it would have helped much.
If it's dangerous then sure. I'm certain we don't NEED anything that might be in there.
Otherwise, I don't see the problem with at least using the correct names. It might just be that I recently discovered the effect framework's "preshaders" are supposed to be called FXLVM and I liked it a bit too much...
For what it's worth, the d3d12tokenizedprogramformat.hpp also from the DDK has the same definitions, and seems to be the same file as is shipped with the DXC source [1], and that at least is explicitly under an open license.
[1] https://github.com/microsoft/DirectXShaderCompiler/blob/cb485263b75495015e2a...