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vkd3d-shader/hlsl: Lower separate SampleGrad() for SM1.
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Notes:
Henri Verbeet
2025-01-14 18:03:19 +01:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1335
@ -2881,6 +2881,7 @@ static bool lower_separate_samples(struct hlsl_ctx *ctx, struct hlsl_ir_node *in
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load = hlsl_ir_resource_load(instr);
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if (load->load_type != HLSL_RESOURCE_SAMPLE
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&& load->load_type != HLSL_RESOURCE_SAMPLE_GRAD
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&& load->load_type != HLSL_RESOURCE_SAMPLE_LOD
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&& load->load_type != HLSL_RESOURCE_SAMPLE_LOD_BIAS)
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return false;
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@ -6977,7 +6978,8 @@ static void sm1_generate_vsir_sampler_dcls(struct hlsl_ctx *ctx,
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break;
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case HLSL_SAMPLER_DIM_GENERIC:
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/* These can appear in sm4-style combined sample instructions. */
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/* These can appear in sm4-style separate sample
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* instructions that haven't been lowered. */
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hlsl_fixme(ctx, &var->loc, "Generic samplers need to be lowered.");
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continue;
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@ -58,7 +58,7 @@ probe (0,0) rgba (0.0, 0.0, 1.0, 0.0)
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[require]
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shader model >= 3.0
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[pixel shader todo(sm<4)]
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[pixel shader]
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sampler s;
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Texture2D t;
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uniform float4 grad;
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@ -70,11 +70,11 @@ float4 main() : sv_target
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[test]
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uniform 0 float4 0.0 0.0 0.0 0.0
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todo(msl | sm<4) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0)
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uniform 0 float4 1.0 1.0 1.0 1.0
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todo(msl | sm<4) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)
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uniform 0 float4 2.0 2.0 2.0 2.0
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todo(msl | sm<4) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)
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