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vkd3d-shader/hlsl: Allocate register spaces for objects.
This commit is contained in:
committed by
Henri Verbeet
parent
7b61b0219e
commit
4355e6ca69
Notes:
Henri Verbeet
2024-06-11 17:09:29 +02:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Giovanni Mascellani (@giomasce) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/865
@@ -137,3 +137,32 @@ float4 main() : sv_target
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todo(sm<6) draw quad
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if(sm>=6) probe all rgba (2, 2, 2, 99)
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if(sm<6) probe all rgba (1, 1, 1, 99)
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% Test conflicts.
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[pixel shader fail]
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Texture2D t : register(t1, space1);
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Texture2D t2 : register(t1, space1);
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float4 main() : sv_target
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{
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return t.Load(0) + t2.Load(0);
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}
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[pixel shader fail]
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cbuffer a : register(b1, space1)
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{
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float4 f;
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}
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cbuffer a : register(b1, space1)
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{
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float4 g;
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}
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float4 main() : sv_target
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{
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return f + g;
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}
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