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vkd3d-shader/hlsl: Lower separated samplers for SM1.
The combined sampler is created as a SAMPLER instead of a TEXTURE because that fits all our current infrastructure. The only problem is that in the CTAB it must appear as a Texture, so the new field hlsl_type.is_combined_sampler is added. Co-authored-by: Elizabeth Figura <zfigura@codeweavers.com>
This commit is contained in:
committed by
Henri Verbeet
parent
58d318719c
commit
3a6bf3be24
Notes:
Henri Verbeet
2024-12-10 15:58:19 +01:00
Approved-by: Elizabeth Figura (@zfigura) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1303
@@ -535,6 +535,10 @@ struct hlsl_ir_var
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* element of a struct, and thus needs to be aligned when packed in the signature. */
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bool force_align;
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/* Whether this is a sampler that was created from the combination of a
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* sampler and a texture for SM<4 backwards compatibility. */
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bool is_combined_sampler;
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uint32_t is_input_semantic : 1;
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uint32_t is_output_semantic : 1;
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uint32_t is_uniform : 1;
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@@ -1643,7 +1647,7 @@ bool hlsl_transform_ir(struct hlsl_ctx *ctx, bool (*func)(struct hlsl_ctx *ctx,
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struct hlsl_block *block, void *context);
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D3DXPARAMETER_CLASS hlsl_sm1_class(const struct hlsl_type *type);
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D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type);
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D3DXPARAMETER_TYPE hlsl_sm1_base_type(const struct hlsl_type *type, bool is_combined_sampler);
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void write_sm1_uniforms(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer);
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int d3dbc_compile(struct vsir_program *program, uint64_t config_flags,
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