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vkd3d-shader/hlsl: Allocate return variables before other outputs.
point-sprite.shader_test is not technically well formed since, in SM4, the vertex output signature should be: // Output signature: // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // sv_position 0 xyzw 0 POS float xyzw // texcoord 0 xy 1 NONE float xy and the pixel input signature should be: // Input signature: // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // texcoord 0 xy 0 NONE float xy so we are not passing "texcoord" properly to the pixel shader, even on Windows.
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committed by
Henri Verbeet
parent
e0359c5299
commit
2e0cbff3a0
Notes:
Henri Verbeet
2025-06-23 20:18:28 +02:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1578
@@ -39,4 +39,4 @@ float4 main(float cc : SEMC, float aa : SEMA, float bb[2] : SEMB) : sv_target
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[test]
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bug(mvk & sm>=6) draw quad
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todo(sm<6) probe (0, 0) f32(300, 100, 200, 201)
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probe (0, 0) f32(300, 100, 200, 201)
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