vkd3d-shader: Make the control point count the outer dimension of I/O arrays.

The relative-addressed case in shader_register_normalise_arrayed_addressing()
leaves the control point id in idx[0], while for constant register
indices it is placed in idx[1]. The latter case could be fixed instead,
but placing the control point count in the outer dimension is more
logical.
This commit is contained in:
Conor McCarthy
2024-01-10 13:51:59 +10:00
committed by Alexandre Julliard
parent b8561d6fd2
commit 4c30b23821
Notes: Alexandre Julliard 2024-01-17 22:43:37 +01:00
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/537
3 changed files with 17 additions and 11 deletions

View File

@@ -37822,7 +37822,6 @@ static void test_hull_shader_punned_array(void)
transition_resource_state(command_list, context.render_target,
D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_COPY_SOURCE);
todo
check_sub_resource_uint(context.render_target, 0, queue, command_list, 0xcc996633, 0);
destroy_test_context(&context);