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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
@@ -229,7 +229,7 @@ size (2d, 2, 2)
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filter linear linear linear
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address clamp clamp clamp
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[pixel shader todo(sm<4)]
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[pixel shader]
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Texture2D tex;
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sampler sam;
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float a;
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@@ -243,14 +243,14 @@ float4 main() : sv_target
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[test]
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uniform 0 float -2
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todo(sm<4 | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 4.0)
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uniform 0 float 4
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todo(sm<4 | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
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[pixel shader todo(sm<4)]
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[pixel shader]
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Texture2D tex;
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sampler sam;
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float a;
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@@ -267,11 +267,11 @@ float4 main() : sv_target
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[test]
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uniform 0 float 2
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todo(sm<4 | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (0.0, 0.0, 0.0, 4.0)
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uniform 0 float 1
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todo(sm<4 | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (1.0, 0.0, 0.0, 4.0)
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uniform 0 float 0
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todo(sm<4 | msl) draw quad
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todo(msl) draw quad
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probe (0, 0) rgba (1.0, 1.0, 0.0, 4.0)
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