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