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

@@ -18,7 +18,7 @@ void main(float4 pos : position, out float2 tex : texcoord, out float4 out_pos :
out_pos = pos;
}
[pixel shader todo(sm<4)]
[pixel shader]
sampler s;
Texture2D t;
uniform float bias;
@@ -32,16 +32,16 @@ float4 main(float2 coord : texcoord) : sv_target
[test]
uniform 0 float4 6.5 0.0 0.0 0.0
todo(sm<4 | msl) draw quad
todo(msl) draw quad
probe (0, 0) rgba (10.0, 0.0, 10.0, 0.0)
uniform 0 float4 7.5 0.0 0.0 0.0
todo(sm<4 | msl) draw quad
probe (0, 0) rgba (4.0, 0.0, 10.0, 0.0)
todo(msl) draw quad
todo(sm<4) probe (0, 0) rgba(4.0, 0.0, 10.0, 0.0)
uniform 0 float4 8.5 0.0 0.0 0.0
todo(sm<4 | msl) draw quad
probe (0, 0) rgba (0.0, 0.0, 10.0, 0.0)
todo(msl) draw quad
todo(sm<4) probe (0, 0) rgba(0.0, 0.0, 10.0, 0.0)
[require]
shader model >= 3.0