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vkd3d-shader/hlsl: Allow storing to matrices.
Signed-off-by: Giovanni Mascellani <gmascellani@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2047,12 +2047,6 @@ static void write_sm4_store(struct hlsl_ctx *ctx,
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struct sm4_instruction instr;
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unsigned int writemask;
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if (store->lhs.var->data_type->type == HLSL_CLASS_MATRIX)
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{
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hlsl_fixme(ctx, &store->node.loc, "Store to a matrix variable.");
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return;
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}
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memset(&instr, 0, sizeof(instr));
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instr.opcode = VKD3D_SM4_OP_MOV;
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@ -68,5 +68,5 @@ float4 main() : SV_TARGET
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}
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[test]
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todo draw quad
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draw quad
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probe all rgba (21, 22, 31, 32)
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@ -74,5 +74,5 @@ float4 main() : SV_TARGET
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}
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[test]
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todo draw quad
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draw quad
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probe all rgba (1.0, 5.0, 7.0, 12.0)
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@ -56,7 +56,7 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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draw quad
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probe all rgba (5.0, 6.0, 7.0, 8.0)
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[pixel shader]
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@ -68,7 +68,7 @@ float4 main() : sv_target
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}
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[test]
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todo draw quad
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draw quad
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probe all rgba (5.0, 6.0, 7.0, 0.0)
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[pixel shader fail]
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