vkd3d-shader/hlsl: Map HLSL_TYPE_HALF to VSIR_DATA_F32.

VSIR_DATA_F16 would require VKD3DSGF_FORCE_NATIVE_LOW_PRECISION, but we
don't currently implement that. vkd3d_component_type_from_data_type()
currently ends up doing this mapping for us in the SPIR-V backend, but
that's about to go away.
This commit is contained in:
Henri Verbeet
2025-09-04 22:03:25 +02:00
parent ea90f7ae2e
commit 38078f2c51
Notes: Henri Verbeet 2025-09-08 12:41:38 +02:00
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1715

View File

@@ -8817,9 +8817,8 @@ static enum vsir_data_type vsir_data_type_from_hlsl_type(struct hlsl_ctx *ctx, c
case HLSL_TYPE_DOUBLE: case HLSL_TYPE_DOUBLE:
return VSIR_DATA_F64; return VSIR_DATA_F64;
case HLSL_TYPE_FLOAT: case HLSL_TYPE_FLOAT:
return VSIR_DATA_F32;
case HLSL_TYPE_HALF: case HLSL_TYPE_HALF:
return VSIR_DATA_F16; return VSIR_DATA_F32;
case HLSL_TYPE_INT: case HLSL_TYPE_INT:
return VSIR_DATA_I32; return VSIR_DATA_I32;
case HLSL_TYPE_UINT: case HLSL_TYPE_UINT: