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vkd3d-shader/fx: Accept int(0) as well as uint(0) constant value for object-type states.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
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Notes:
Henri Verbeet
2025-04-02 19:44:41 +02:00
Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1445
@ -2762,7 +2762,8 @@ static void resolve_fx_4_state_block_values(struct hlsl_ir_var *var, struct hlsl
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struct hlsl_ir_constant *c = hlsl_ir_constant(node);
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struct hlsl_type *data_type = c->node.data_type;
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if (data_type->class == HLSL_CLASS_SCALAR && data_type->e.numeric.type == HLSL_TYPE_UINT)
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if (data_type->class == HLSL_CLASS_SCALAR
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&& (data_type->e.numeric.type == HLSL_TYPE_INT || data_type->e.numeric.type == HLSL_TYPE_UINT))
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{
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if (c->value.u[0].u != 0)
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hlsl_error(ctx, &ctx->location, VKD3D_SHADER_ERROR_HLSL_INVALID_SYNTAX,
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@ -39,5 +39,19 @@ technique11
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SetBlendState(NULL, float4(5, 6, 7, 8), 0xf0);
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SetVertexShader(NULL);
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SetPixelShader(NULL);
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SetGeometryShader(NULL);
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}
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pass
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{
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SetDepthStencilState(1-1, 4);
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SetRasterizerState(1-1);
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SetHullShader(1-1);
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SetComputeShader(1-1);
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SetDomainShader(1-1);
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OMSetRenderTargets(1-1, 1-1);
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SetBlendState(1-1, float4(5, 6, 7, 8), 0xf0);
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SetVertexShader(1-1);
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SetPixelShader(1-1);
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SetGeometryShader(0u);
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}
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}
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