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vkd3d-shader: Introduce an interface to specify sm1 shadow samplers.
This commit is contained in:
committed by
Henri Verbeet
parent
539a5be370
commit
0bb8272f26
Notes:
Henri Verbeet
2025-10-13 19:31:51 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1769
@@ -2350,6 +2350,26 @@ struct vkd3d_shader_d3dbc_source_info
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* This field is ignored for shader models 2 and higher.
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*/
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enum vkd3d_shader_resource_type texture_dimensions[6];
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/**
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* A mask indicating which samplers should be shadow (i.e. comparison-mode)
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* samplers. When legacy Direct3D shaders are used with the Direct3D 8 and 9
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* APIs, this is implied by the format of the sampled resource; e.g. a
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* D3DFMT_D24S8 texture implies shadow sampling, while a D3DFMT_A8R8G8B8
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* or D3DFMT_INTZ texture does not.
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* This information is necessary when converting to other formats
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* (e.g. SPIR-V, GLSL) which specify this in the shader.
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*
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* For example, if bit 1 is set (so the value is 0x2), this indicates that
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* the sampler at bind point 1 (and no others) should be a shadow sampler.
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*
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* Bits in this mask corresponding to textures not used by the shader will
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* be ignored.
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*
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* If this structure is not specified, no samplers will be considered to
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* be shadow samplers.
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*/
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uint32_t shadow_samplers;
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};
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/**
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