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:
Francisco Casas
2024-12-03 17:05:48 -03:00
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
9 changed files with 162 additions and 42 deletions

View File

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