vkd3d-shader/hlsl: Allow interpolation modifiers on structure fields.

Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
This commit is contained in:
Nikolay Sivov
2023-09-21 15:13:27 +02:00
committed by Alexandre Julliard
parent de860c3cbf
commit 1930b51d97
Notes: Alexandre Julliard 2023-10-09 23:10:36 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/358
3 changed files with 8 additions and 5 deletions

View File

@ -119,7 +119,7 @@ void main(uint id : sv_vertexid, inout ps_input input, out float4 pos : sv_posit
pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1);
}
[pixel shader todo]
[pixel shader]
struct ps_input
{
centroid float4 t : texcoord;
@ -131,10 +131,10 @@ float4 main(nointerpolation ps_input input) : sv_target
}
[test]
todo draw triangle list 3
todo probe all rgba (0.0, 1.0, 0.0, 1.0)
draw triangle list 3
probe all rgba (0.0, 1.0, 0.0, 1.0)
[vertex shader fail]
[vertex shader fail todo]
struct ps_input
{
nointerpolation centroid float4 t : texcoord;