vkd3d-shader/hlsl: Sort synthetic separated samplers first for SM4.

This commit is contained in:
Francisco Casas
2023-08-04 15:02:39 -04:00
committed by Alexandre Julliard
parent 81afe43569
commit 37cfbe47d7
Notes: Alexandre Julliard 2023-08-15 22:06:06 +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/299
3 changed files with 47 additions and 8 deletions

View File

@@ -60,7 +60,7 @@ float4 main() : sv_target
[test]
draw quad
todo probe all rgba (10, 10, 10, 11)
probe all rgba (10, 10, 10, 11)
[pixel shader]
@@ -74,7 +74,7 @@ float4 main() : sv_target
[test]
draw quad
todo probe all rgba (21, 21, 21, 11)
probe all rgba (21, 21, 21, 11)
[pixel shader]
@@ -105,7 +105,7 @@ float4 main() : sv_target
[test]
draw quad
todo probe all rgba (104, 104, 104, 111)
probe all rgba (104, 104, 104, 111)
% Sampler arrays with components that have different usage dimensions are only forbidden in SM4 upwards.