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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
@@ -136,7 +136,7 @@ float4 main(Texture2D tex2) : sv_target
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}
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[pixel shader todo(sm<4)]
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[pixel shader]
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Texture2D real_tex;
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static Texture2D tex = real_tex;
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sampler sam;
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@@ -147,11 +147,11 @@ float4 main() : sv_target
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}
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[test]
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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, 2, 3, 4)
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[pixel shader todo(sm<4)]
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[pixel shader]
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Texture2D real_tex;
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static Texture2D tex;
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sampler sam;
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@@ -163,7 +163,7 @@ float4 main() : sv_target
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}
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[test]
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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, 2, 3, 4)
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