vkd3d-shader/hlsl: Use hlsl_fixme() on missing SM1 matrix writemask lowering.

Instead of FIXME(). Otherwise we compile invalid d3dbc.
This commit is contained in:
Francisco Casas 2024-02-26 15:04:51 -03:00 committed by Alexandre Julliard
parent 5c986b9cde
commit 4c40deaac1
Notes: Alexandre Julliard 2024-03-14 23:24:02 +01:00
Approved-by: Zebediah Figura (@zfigura)
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/706
2 changed files with 4 additions and 4 deletions

View File

@ -2500,7 +2500,7 @@ static void write_sm1_store(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *
if (store->lhs.var->data_type->class == HLSL_CLASS_MATRIX)
{
FIXME("Matrix writemasks need to be lowered.\n");
hlsl_fixme(ctx, &instr->loc, "Lower matrix writemasks.\n");
return;
}

View File

@ -108,7 +108,7 @@ draw quad
probe all rgba (3.0, 4.0, 50.0, 60.0)
[pixel shader]
[pixel shader todo(sm<4)]
uniform float i;
float4 main() : sv_target
@ -120,8 +120,8 @@ float4 main() : sv_target
[test]
uniform 0 float 2
draw quad
todo(sm<4) probe all rgba (8, 9, 10, 11)
todo(sm<4) draw quad
probe all rgba (8, 9, 10, 11)
[pixel shader todo(sm<4)]