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vkd3d-shader/hlsl: Use hlsl_fixme() on missing SM1 matrix writemask lowering.
Instead of FIXME(). Otherwise we compile invalid d3dbc.
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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
@ -2500,7 +2500,7 @@ static void write_sm1_store(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *
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if (store->lhs.var->data_type->class == HLSL_CLASS_MATRIX)
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{
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FIXME("Matrix writemasks need to be lowered.\n");
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hlsl_fixme(ctx, &instr->loc, "Lower matrix writemasks.\n");
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return;
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}
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@ -108,7 +108,7 @@ draw quad
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probe all rgba (3.0, 4.0, 50.0, 60.0)
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[pixel shader]
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[pixel shader todo(sm<4)]
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uniform float i;
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float4 main() : sv_target
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@ -120,8 +120,8 @@ float4 main() : sv_target
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[test]
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uniform 0 float 2
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draw quad
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todo(sm<4) probe all rgba (8, 9, 10, 11)
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todo(sm<4) draw quad
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probe all rgba (8, 9, 10, 11)
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[pixel shader todo(sm<4)]
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