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vkd3d-shader/hlsl: Implement typed UAV loads.
This commit is contained in:
committed by
Alexandre Julliard
parent
12e397de9a
commit
0a2aaa690e
Notes:
Alexandre Julliard
2022-10-31 22:39:35 +01:00
Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Zebediah Figura (@zfigura) Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Approved-by: Alexandre Julliard (@julliard) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/36
@@ -786,7 +786,8 @@ static bool add_array_load(struct hlsl_ctx *ctx, struct list *instrs, struct hls
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const struct hlsl_type *expr_type = array->data_type, *index_type = index->data_type;
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struct hlsl_ir_expr *cast;
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if (expr_type->type == HLSL_CLASS_OBJECT && expr_type->base_type == HLSL_TYPE_TEXTURE
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if (expr_type->type == HLSL_CLASS_OBJECT
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&& (expr_type->base_type == HLSL_TYPE_TEXTURE || expr_type->base_type == HLSL_TYPE_UAV)
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&& expr_type->sampler_dim != HLSL_SAMPLER_DIM_GENERIC)
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{
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struct hlsl_resource_load_params load_params = {.type = HLSL_RESOURCE_LOAD};
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